I am not sure how common an experience that is, but I will say that a well designed game can bring those things closer together. Or a really good quickstart/beginner box.Arguably relevant: for me, learning to play is part of the experience of playing the game. For some/many people, having to learn a game can be a deterrent to playing, or they kind of fight the learning process. I'm a slow learner of new games, but I like the process of learning - I guess because I don't see much separation between learning and playing? Does that make sense?
"Keeping play in mind will improve the ancillary stuff you do."
Yeah. A lot of RPGs do a very bad job of explaining how you play, why you play (what's fun about it?), and why the rules are the way they are (use this lever when you want to have X happen, use this one for Y).I am not sure how common an experience that is, but I will say that a well designed game can bring those things closer together. Or a really good quickstart/beginner box.
When you say 'a lot' I assume you mean 'most'.Yeah. A lot of RPGs do a very bad job of explaining how you play, why you play (what's fun about it?), and why the rules are the way they are (use this lever when you want to have X happen, use this one for Y).
Why would you assume I meant something I didn't say? Do you think my keyboard is missing some letters?When you say 'a lot' I assume you mean 'most'.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.