I do have to agree that is article isn't exactly worth the bits and bytes it was typed on. If you look at just narrative and just stay based NRPs they [i]Fail[/i] (In the broadest and first sense possible) at around the same rare. In fact in my experience, Narrative NRPs survive just that bit longer. Each system has its pros and cons, Narrative Nation RPs are great for quick and easy social games. I loved the ones I used to do on another site, writing about what was going on and really feeling like I was doing something. Every Star based NRP I ever touched just felt like some basement dwelling meeting where I spent more time with a calculator than I did actually getting a feel for my nation. The true success of NRPs relies on the middle ground between the two systems. Give the players the ability to exercise their creative mind, but when conflict and cross roads appear have a stat system to resolve things. It's a simple system to play with. Not so exactly easy to set up as a GM though. One last thing I will say. All NRPs rely on a good GM that will be impartial and fair. The OP mentioned that GMs are open to manipulation based on previous disposition. However, I am inclined to take that with a pinch of salt. All GMs know that if they are not impartial it damages their reputation and makes further RPs more difficult. I am guessing the OP has been subject to it in the past and now holds onto that point like a dog with a bone. Hope that all makes sense. Still waking up xD