dragoner said:
Yes, except when talking about the process, and mechanics, it is about personal preference as well as to what the "endgame" is. Which in turn can sort of falsify the system matters argument, at least in the scientific sense.
dragoner said:
I don't necessarily disagree with any of that, and in fact agree with it, system can indeed matter depending on what one wants. Note that I am avoiding the GNS argument from the OP as well. The thing is that when looking at the situation from the perspective of Karl Popper's principle of falsifiability:
Falsifiability - Karl Popper's Basic Scientific Principle
"The idea is that no theory is completely correct, but if it can be shown both to be falsifiable and supported with evidence that shows it's true, it can be accepted as truth."
I'm familiar with Popper's notion of falsifiability, although the quote you have provided isn't quite accurate - Popper does not think there is such a thing as
a theory being supported with evidence, because he is a sceptic about induction (basically on Humean grounds) and so denies that any finite set of consistent data-points can support the truth of a universal generalisation. He thus adopts falsifiability as a non-induction-dependent principle for the formation of scientific knowledge.
As an account of the formation of scientific knowledge, I don't agree with Popper's notion - basically for the reasons put forward by AJ Ayer. But in any event
system matters isn't a scientific theory of anything, any more than would be a painter's claim that
brushes matter or
oil vs watercolour vs acrylic matters. It's not a theory, it's just an assertion. And if the question is
is "system matters" a falsifiable assertion, the answer is
yes. It would certainly be refuted by showing that no change in processes, techniques and/or mechanics of play was ever associated with a change in RPGing experience. And it would arguably be refuted if the changes in experience associated with changes in processes, techniques and/or mechanics were arbitrary or unpredictable.
But as it happens the evidence that changes in the processes, techniques and/or mechanics of play produce broadly predictable changes in the RPGing experience is overwhelming. The evidence I have in mind is both evidence from my own experience, and evidence from others' posting. I'm not going to try and rehearse all that evidence in this post, but here is the single clearest bit of it that I know:
in an essay written in 2003, about 5 years before 4e D&D was published, Ron Edwards identified virtually all of the features of the 4e system that would make it so controversial among a wide number of RPGers who were looking for a play experience different from the one delivered by 4e:
- Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.
- Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.
- More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.
(By
exploration Edwards means
establishing the content of the shared fiction. In his essay Edwards describes these three features as departures from "Simulationist-facilitating design" - whether his label is the best one, or an accurate one, doesn't change the fact that these are design features that are not typical in systems like RQ and RM, were not present in most of the mechanical features that 3E D&D added to AD&D, and where they remain in D&D are treated as embarrassments rather than embraced by many D&D players.)
dragoner said:
Classic Traveller could be odd, in that some people played it with characters as disposable, which isn't necessarily how I played it. Early D&D as well, could be very deadly, if you played it that way.
If you look at the play of tables that treat PCs as disposable, and those that don't, I think there is a reasonable chance that you will see them adopting different expectations about, and practices in respect of, the processes of play - eg who exercises what sort of control over certain key aspects of the shared fiction. One point at which you would expect to see those differences is at the point of introducing new PCs into the immediate situation. But I think you might expect to see it at other points also.
dragoner said:
That sort of bleeds into the second issue of what system someone originally played affecting their playstyle. The answer can be yes, except that people can learn something different.
I agree that this is a different topic - a
second issue - from the one addressed by the phrase
system matters as coined by Ron Edwards, although as the Peterson blog notes it's a topic on which Edwards also expressed a view.
I would say that there is strong evidence that many RPGers, who are very familiar with one particular set of processes, techniques and mechanics and who have little exposure to other such sets, can struggle to understand how those others are used to produce satisfactory RPGing experiences. Again, I'm not going to rehearse all the evidence but here are a couple of choice examples:
* The Alexandrian
notoriously characterised 4e D&D as a skirmish miniatures game punctuated by improv storytelling. This suggests an inability to appreciate how RPGs work that exemplify the second two of the dot points I quoted above: he can't tell the difference between (i) improv storytelling, and (ii) RPGing that uses FitM techniques and uses system to constrain but not deliver the shared fiction (this would include not only 4e D&D but Over the Edge, Maelstrom Storytelling, HeroWars/Quest, much of PbtA, and interestingly enough some elements of Classic Traveller like the rules for performing difficult manoeuvres in a vacc suit).
* On ENWorld, if you start talking about a RPG in which the content of the shared fiction is systematically shaped by player action declarations in ways that go beyond the immediate causal impact of the PC on his/her immediate environment (eg the question is X present in the PC's immediate environment is settled by the result of a Do I notice/encounter X? check made by the player) you will almost certainly have one or more posters respond by talking about Schroedinger's X. They will find it very hard to comprehend that the shared fiction in a RPG might be established in a different way from GM decides and that the orientation of the participants to that fiction might be different from the players' goal is to learn what the GM has decided the shared fiction shall be. And if the discussion continues for more than a post or two, it is almost certain that the unfamiliar technique will be described by the incredulous poster as if it were no different from improv storytelling.
Notice that the evidence I am adducing is
not of bloggers or posters expressing their own preferences (eg for non-FitM mechanics, or for GM-driven RPGing). Rather, it is an apparent inability to appreciate that other approaches to RPGing might deliver an experience that is recognisably RPGing rather than simply improv storytelling.
Notice also that the tendencies I've just described exits notwithstanding that some relatively early RPGs contain elements that exemplify FitM resolution (eg the Classic Traveller vacc suit rules I already mentioned) and contain the use of
Do I notice/encounter X? checks to determine whether or not X is part of the immediate environment of the PC (this is how Streetwise works in the 1977 edition of Classic Traveller). To me, this suggests that these expectations about how RPGing works are not shaped primarily by written RPG texts, nor by playing in accordance with the procedures set out in those texts, but rather by a shared set of play expectations and play experiences that exist somewhat independently of particular texts and their canonical presentations of play procedures. We could call this a
widespread culture of RPGing. Although I agree with you that the two issues -
does system matter? and
does system exposure shape RPGing expectations? are separate ones, I think they can be related in the following fashion: one way to reduce the dominance of a widespread culture of RPGing, and thereby to increase the variety of RPGing experiences, is to encourage a careful attention to the canonical presentation of play procedures, and then playing in accordance with them and observing how this affects the play experience.
This is what at least parts of the OSR have done with respect to early forms of Gygaxian/Moldvay-ian/"skilled play" D&D; and this is what the Forge did more generally. It is a way of generating, by empirical demonstration, the knowledge that
system matters.