In the DW depiction above, the confluence of conversation procedures, GMing ethos, and specific action resolution mechanics can yield what is tantamount to a C+ Scene Distinction. However, the formalities and functionality (a deeply codified Scene Distinction hooks into subsequent action resolution mechanics, and therefore as a potential heftier input to fiction, differently than in a free form game like PBtA) matter to the feel of the play of the game, in the actual playing from one gamestate to another, and often (but not always) in the outputs of play as well.
I've posted a few times that my group has had one of it's members AWOL a lot over the past couple of years as he has been buyiing and rebuilding a house. One session where he came along and joined in our Cortex+ game, he was struck by its formal use of the scene and Scene Distinction structure - "Like a film" I think was what he said - although he'd been playing 4e for years and my approach to 4e had been heavily influenced - as you know - by my appreciation of other scene/"story now"-oriented games.
Which is to say, I'm agreeing with you about "feel"!
This sort of circular reasoning actually puts a finger on what may also have been bugging me about the post in question. I don't mind D&D as a puzzle-game, and saying 'no' is often a valid necessity of play for such games. (I even plan on running an OSR-stylized dungeon crawl in the hopefully near future, likely using Black Hack.) But when other games are less designed as puzzle-games challenging player skill and more about character-propelled dramatic conflict, it seems peculiar to complain that "then the puzzles won't work" because puzzles aren't the point of play.
This sort of thinking is rarely, if ever, applied similarly to boardgames. When we play card or boardgames, we almost instinctively understand that each particular game has its own idiomatic purposes, challenges, and strategies featured through its game design that we must learn. The conflict that drives gameplay will be set on different hinges, and we naturally adjust to that fact with minimal fuss.
<snip>
And yet we strangely and frequently encounter this attitude in TTRPG circles wherein people judge the merits of games (or design principles) in a manner that presumes "OneTrueWayism." And thus they refuse (through almost intentional ignorance) to understand with any cordiality the idiomatic nature of TTRPG systems and their design principles because they see, analyze, and rationalize everything through Their One True Game. Is it any wonder why the conversation so readily breaks down when faced with this sort circular reasoning?
I thoiught I'd reply to this in the same post as the above because it touches on some similar points.
A first thought: my Google skills are failing me, but I believe a prominent designer (maybe John Harper?) made the point that no one sits down to play poker and starts talking about playing a trump and winning a trick and gathering all the cards up in front of him/her - so why do people approach RPGs like that?
A second thought: in the past week or so, in either this thread or its companion one, I commented that some posters post as if there is some a priori notion of
what it is to play a RPG, and then read system details, techniques etc through that prism. Which is (I would say) exactly what you are pointing to. And as [MENTION=6696971]Manbearcat[/MENTION] has pointed out, it's what Ron Edwards was disagreeing with 15+ years ago in his "System Matters" essays.
And, indeed, you can see it right here:
Board games and card games have very strong constraints on what you can or cannot do. This is far different than an RPG where it's open ended and usually you can try things that the game itself hasn't spelled out for you. The open nature of RPGs lends itself to people tinkering with rules, and applying various playstyles to any given game.
First, we see the move from
the open nature of RPGs to
tinkering with rules. This already assumes a certain sort of game design - subsystem based, with the subsystems reflecting various sorts of activities identified by categories of inficiton task. As per my conversation with [MENTION=463]S'mon[/MENTION] upthread, classic D&D and Classic Traveller both exemplify this sort of design, though - in my view, for the reasons I explained - I find Traveller more successful.
But as soon as we look at a different sort of game design - say, Fate or Cortex+ Heroic - we see that the subsystems in those games are
not defined by reference to inficiton tasks but rather by reference to narrative or mechanical (typically the two are closely related) function. I can't remember all the Fate categories (I think there are 4) but they include Overcome an Obstacle and Create an Advantage (or stuff along those lines). In MHRP/Cortex+ Heroic there is Inflict Stress, Inflict Complication, Create Asset, or Step Bac a Trait (which includes Recovery actions). And every action that can be declared falls into one of those categories. So when a player comes up with a novel idea (
I read the rune to see if they tell us where we are in the dungeon) that doesn't require a novel subystem, as that is easily resolved as an attempt to Step Back a Trait (namely, recovery from the Lost in the Dungeon complication).
Second, we see the claim about
applying various playstyles to any given game. This may be true as a descriptive matter, but that doesn't make it a good idea. A fortiori, the fact that RPGs are open-ended in their permitted moves doesn't make it a good idea to try and use (say) Cortex+ Heroic to play a Gygaxian skilled-play game. And furthermore, "any given game" here means D&D, perhaps GURPS/HERO, maybe Rolemaster or Runequest. Whereas I don't think many people actually
are applying "various playstyles" to Cortex+ Heroic, trying to use it to run a ToH-type dungeon crawl; or to Torchbearer, trying to use it to run a 4e-type romp.
Returning to more general points: the reason RPG are "open ended" in their moves is because they involve a shared fiction as an essential element of and focus of play. Hence the permitted moves are as varies as will make sense in that shared fiction. But how far does this take us in telling us
why we play RPGs, or
what sorts of things this type of game is good for? My view is that it doesn't take us far at all. There are any number of reasons we might care to spend time with our friends and establishing and changing a shared fiction; and so any number of possible designs for RPGing, reflecting differences both of goal and of procedure.