Neonchameleon
Legend
Every bit of Edwards' philosophy is founded on games as stories. They are "Characters" not playing pieces. They are "Situations" not designs. They are "Systems" (a term he often had to repeat was not mathematical system) not patterns. They are "Setting" and "Color" not Out-Of-Game elements not relevant to gaming or game play.
There are far more, seemingly endless biases and deliberate misrepresentations on his part, but I've not seen your posts for some time now to discuss them. Which makes me uncomfortable as I shouldn't have Mentioned you if I couldn't. I apologize for that.
In fact I've got a couple of questions for you.
1: Which RPGs do you play?
2: Can you find me any professionally published RPGs that refer to:
a: Playing pieces rather than characters?
b: Designs rather than situations, scenarios, or encounters?
c: Patterns rather than an RPG system?
d: Out of game elements not relevant to gaming or game play rather than settings?
Because going back to the 90s and even 80s I can think of RPGs that talked about characters and NPCs (hell, D&D did in the 70s), encounters and situations, called themselves RPG systems (like GURPS - the Generic Universal Role-Playing System (aka the Great Un-named Role-Playing System)) and settings like Warhammer, Darksun, Planescape.
Your problem here is quite literally that Edwards is using standard RPG terminology and so far as I can tell you really really aren't.