Strict Limits for the GM
Beliefs are Character Growth
The Colors of Magic gets mechanics entirely out of the way. Because the players of the game can always choose the outcome of any risk they take - never spending points or rolling dice - the GM's only ability to "challenge" the players is to challenge their characters and only their characters. The player can decide their character succeeds without complication, succeeds with some extra benefit, succeeds with a minor complication, barely succeeds and suffers a significant complication, or suffers a serious calamity.
Gamism is an old "Big Model" Forge-era term for the creative impulse of game challenge -- outthinking an opponent in a game. It's often found in tactical combat games with initiative rolls, where you have to beat some monsters in combat without using too many resources or taking too much damage from them. But it's also found in "storytelling" games about out-maneuvering dark conspirators in the court intrigues of secret vampire societies, conserving your bennies and fate points properly in pulp action RPGs, and choosing the best crew upgrade to make your scores in the dark more effective.
Game challenge is fun, but as I was laser-focusing a game to show off character-driven GMing, I had to take it out.
Put it All Together
- Forces the GM to use settings, characters, and antagonists that the players care about, because they invented them and made them special to their character, and
- Urges GMs to stimulate the other players' creativity by challenging their characters' beliefs and relationships -- not their tactical game play skills.