Hey, so lots of threads about the Forge's Big Model just now, and my name keeps coming up in them.
The Big Model was nifty when it was current. It was fun and useful to me, and I owe it my games from Dogs in the Vineyard to Apocalypse World, but rpg design has left it behind.
Among many others, but most particularly, I don't think that the idea of Creative Agendas stands up after all, let alone G, N, and S as its representatives.
We used to think that RPGs were one game. In, like, the 90s or whenever. We would say things like "what is the object of a RPG?" as though all RPGs would have the same one.
GNS was a real step forward: "RPGs aren't one game, they're THREE!"
But, of course, RPGs aren't three games either. Every RPG, like every other kind of game, is its own. You can taxonomize them if you want, but then you're constructing artificial categories and cramming games into them, not learning or finding out something true about the games themselves.
Just so you know!