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Come browse our large digital warehouse of free sample essays. Or close enough, anyway, for the intents of this topic. And as the OSR movement will tell you I'll take it on faith from them , old-school DnD, as it came out, was a reasonably well-designed game. We can poke fun and Gygaxian prose and using the world "level" in multiple different ways and clerics being put into the game as a countermeasure against the powerful Sir Fang the vampire, but we also have evidence that the designers of the game put thought and effort into making the game both balanced and fun through analysis and playtesting.
And decades later Ron Edwards went on a rant about the fact that System Matters and while again we can poke fun at his claims that playing Vampire causes brain damage and so forth, generally speaking he had a point and whether game designers hung out at the Forge and read his essays or not, its influence lingered and good game designers today put thought and effort into making their games both balanced and fun through analysis and playtesting.
So in the middle there, that time between then and now Was there a catalyst, a game that kicked this off? Rook S. Ron was expressing a conviction that games should be designed starting with a desired style or experience of play and working backward to mechanics that specifically support it, rather than by putting mechanics together that look good on paper and claiming they serve the fluff.
Jim Bob vs Ron, a Socratic Dialogue, or: GNS suxxorz! - roxxorz-suxxorz — LiveJournal
Last edited: Jan 16, I think there's a few things to remember. First is that the advent of the internet meant that people had a forum to debate and discuss these things, and RPG theory evolved from there. The Edwards essay you reference was written in , which is an eternity ago in game design terms. It was before 3e came out But also, it was when dedicated hobbyists were starting to experiment and expand beyond what was considered typical for an RPG.
To me, 25 years after the first RPG came out seems like a great time for an alternative mission statement to come together. It's probably also worth reading System Does Matter You can put a lot of that on the shoulders of Gygax.
He shed much ink on telling people that his system was great and should be adhered to, but he never explained why it worked so well. I don't know if he thought he was holding Proprietary Knowledge for Role-playing games, but he produced a very obtuse system that worked well if you used in a manner that was not clearly explained. A decent but incomprehensible system is as valued as a faulty system that is personalized to the users.
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Thus, it was accepted that all systems had some kind of flaws, and it was incumbent on DMs to wrangle the system to do what they want it to do, because the Ur-RPG obscured the rules system as something that was supposed to work smoothly. Merely making a ruleset doesn't legitimize it as being good at what it does, when players can play another system and see the difference in actual play.