This manifesto is interesting, and it's taking a different approach on this topic than I expected---focusing on discourse rather than design. I agree with the idea that online TTRPG discourse is generally shit (Reddit makes me want to climb up a roof and see if I can fly), and I like the idea of providing clear tools that enable this discourse. I did, however, have a bit of trouble following you here.
After 2-3 reads, I think I've got it, but I was unsure of what you were presenting initially. It seems like the framework prompts people to ask the following questions about a game while they're discussing it:
- What are its inputs? That may be better split into:
- What prior knowledge does it leverage (What is the expected prameya)?
- How does it expect players to interact with it and each other (What is the danda)?
- What are its outputs, or the experiences that the game promises?
- What are its processes, or how does it turn those inputs into its outputs?
- How essential are those processes to producing its promised outputs?
I feel like there are 2 more questions in there---1 about flow vs. look focus, and 1 about how DIY vs. dictated play is--- but I'm not certain what those exact questions are based on this text alone. Still, I think I got the core idea and I like what you're getting at.
Also, I like the idea that TTRPGs are machines that take inputs (player knowledge, experiences, and interactions) and turn them into outputs (a promised experience) via specific processes (a rules framework) because that's pretty close to my own working definition of game, though I place a much heavier emphasis on processes and outputs.
The only part I disagreed with (and it's not really even a disagreement with you) is the "III. DIY Machinery." I'm with Stone Cold Fox there: I think that those "spaces" are usually a form of very lazy, I'd even call it neglectful, design. They often offload the work of creatin those processes which deliver the outputs onto the players when I think that is solely the designer's job. That latter portion is related to some other strong opinions I have on what complete and good games look like, though, and I don't think acknowledging the existence of spaces/fruitful voids detracts from your overall ideas.