I was thinking on some game design issues, and I realized that I had never actually run across a proper Gamist-Narrativist system designed to equally support both kinds of play. I looked at [this](http://www.indie-rpgs.com/archive/index.php?topic=5761.0) discussion at The Forge, where it's suggested that it is possible, but all the example games have one dominant form. To be clear, I'm not looking for Gamist with Narrativist trappings (like 13th age and its One Unique Thing mechanic), and I'm not looking for primarily Narrativist with Gamist trappings. My question is this: **Does a true 1 to 1 Gamist-Narrativist Hybrid system exist?** 

I considered making this question what would define a true hybrid system, but that seems like a discussion question; this seems like a more solid way of getting a handle on what a system like that would look like. This question refers to [GNS Theory](http://www.indie-rpgs.com/articles/3/) again, so I'd like answers to be based on that.

To clear up confusion, I'm not asking for some pristine, perfectly mathematically balance between "Gamist mechanics" and "Narrativist mechanics". That's impossible and absurd. What I am asking for is a game where the main draws are both Gamist and Narrativist in nature. As a helping example, The Riddle of Steel was lauded as a 1:1 Narrativist-Simulationist system. On the surface (like me), you might originally have assumed that it was nearly pure simulationist, but the game attracts easily based on both its detailed combat mechanics (Simulationist) and its spiritual attributes (Narrativist). The game wouldn't be the hybrid it is without both of these things. A proper Gamist-Narrativist hybrid would include both a primary gamist mechanical draw and a primary narrativist mechanical draw.