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I'm now looking at these forum posts 5 years after they were made. So I'm not sure if anyone is still considering the ideas of TTRPG design theory, but then again, a lot of the thoughts I've read seem have been generally talking in circles since the days of "The Forge", and even these discussions echo back to theories that were cycling through the community back in the 90s according to people I've spoken to over the years. 

I'd love to see more rational discussion happening in this area, more critique of how games work and how their working interact with the experience of play. Especially highlighting the way different games approach the same elements in different ways rather than just saying D&D does this....and that's the benchmark system for our hobby so that's all we'll talk about. Over the past 12 months, I've been trying to design a range of games, often using a range of other people's SRDs because I love trying to get a practical glimpse into their design methodology. I want to talk about the why, and the how, but I don't know if anyone else wants to talk about things like this anymore.

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Well, I just subscribed to this topic, for what it's worth, but I'm out of the loop. Is D&D still so influential in the hobby as to dominate theory discussions? I thought most modern systems were PbtA-inspired instead. Even the OSR movement appears to have died down from its peak a number of years ago.

As for specifics, my own rule systems are designed for computer games (though they're systematically described in tabletop terms), which probably makes them a different beast. And it's been a while since I last wrote one.

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PbtA has its own problems...and much like D&D it seems to be a narrow system that works for a specific style of play, with a lot of designers jumping on its bandwagon for "name-brand" recognition without actually bothering to consider how the system actually works or what kinds of experience it promotes at the table. 

I guess I kind of mis-spoke when I said that D&D dominates theory discussions, because in most conversations I've had about the gaming experience it tends to be the case that D&D is used as a regular example of what not to do in a good game, with comments about how people run decent games despite the D&D engine rather than because of it. Yet still, it's the most heavily marketed game, the 800-lb gorilla in the room, and other games get so little exposure in the grand scheme of things that when people get disenchanted by D&D the majority just walk away from the TTRPG hobby altogether, with a minority hacking the system (often treading the same paths that a hundred hacks have done before), and an even smaller minority designing their own games (which are often vague knock-offs of the only game they know). 

It seems that very few people actually want to talk about why certain games are dysfunctional. However, I do agree with the original post's assertion that when people do start talking about ideaas like this, their different experiences at the table often lead them to misunderstanding one another arguments...or just devolving into insults.

Sorry to hear that. Where are people discussing RPG theory these days? I'm not even aware of anyone who still plays face to face, except maybe one friend who used to last time I checked, a while ago.

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Most of the TTRPG theory I've discussed lately has been in person, usually with the group I've been designing with. I'm really not sure where there's good places to discuss this sort of stuff online which is kind of why I was excited to see something here... even if it was 5 years old.

I don't know if there are any discussions happening. If there are active communities I'm disconnected from them. I've been occasionally blogging some of my own thoughts at my substack: https://ttrpgteleology.substack.com

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Nice blog post about communication hierarchies. Very meta. It's making me nod along with every paragraph. Dunno if I can add anything useful though.

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Nice... thanks. I'll have to check it out.