From Vincent Baker's Apocalypse World, pp 287-8:I submit that this attitude, which seems painfully common in the design theory segment of our community, is a large part of what has left our body of design knowledge and principles in such a mess.
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Good design doesn't come from, "I know what is good for you." I comes from, "I listen to you to know your needs and desires."
IMMEDIATE GAME INFLUENCES
Sorcerer; Sorcerer’s Soul; Sex & Sorcery, Ron Edwards
Spione, Ron Edwards
. . .
Trollbabe, Ron Edwards . . .
Stakes questions are based on stakes in Trollbabe, by Ron Edwards. . . .
Threat countdowns are based on bangs in Sorcerer, by Ron Edwards. . . .
The character sex moves were inspired by Sex & Sorcerer, by Ron Edwards. . . .
The entire game design follows from “Narrativism: Story Now” by Ron Edwards.
Sorcerer; Sorcerer’s Soul; Sex & Sorcery, Ron Edwards
Spione, Ron Edwards
. . .
Trollbabe, Ron Edwards . . .
Stakes questions are based on stakes in Trollbabe, by Ron Edwards. . . .
Threat countdowns are based on bangs in Sorcerer, by Ron Edwards. . . .
The character sex moves were inspired by Sex & Sorcerer, by Ron Edwards. . . .
The entire game design follows from “Narrativism: Story Now” by Ron Edwards.
This idea that RPG design principles are a mess, and that Edwards has nothing to contribute to good RPG design, doesn't seem very well-founded to me.