This is really interesting, but I still need a moment to take that all in. Two quick question: First, how do you think the playstyle of a group interfaces with the playstyle implied by a game? Second, are your categories above exhaustive, or are they just examples of ways we have fun playing role playing games?
A related thought that I had been having though was reflecting on Jared Sorensen's three questions for rpgs. Specially I was thinking about the question "How does my game encourage/reward you to engage with it's core idea in play?" What I was trying to grapple with is that my game (and my others, especially microgames) don't necessarily provide rewards for players outside of the kinds of fun involved in playing a game. How do you conceptualize these types of fun as being part of the reward system of a game? And how do we account for, design, and gauge this fun when working on games?