howandwhy99
Adventurer
A game system is akin to notation for music and lyrics. Not every song or system is going to be enjoyable to every person at any given moment. But rhythms and melodies do matter. Music affects how we dance. The rules of a game matter as they affect how players play. Whether the playing is fun to them is partly the player and partly the game ...and maybe even some other peripherals that aren't part of the game, but are influencing the people involved.
Without any ability to act within a ruleset we have no means to gain proficiency with it. Storygames are considered the easiest as they only require awareness to self express, but this is almost always accompanied by pre-learned pattern expression not included in the game rules. For example: shared language, social cues, cultural similarities, and so on. These are the most open of role playing games, but also the least game-like and absent of the majority of game features. For instance: strategy, forethought, memory testing, spatial awareness, and other core game traits. If you boot up some gaming software and it's an artistic design or word processing program, then you probably think of games as stories. If your capacity for fun is limited to storytelling, than you definitely want RPG systems that deal with delivering the desired modes found in literary and critical theory.
Older role playing games focused on putting game elements into the expressions of one person, the DM. As with most gameplay these games focus players into pattern recognition and behaviors contained within the rules and as explored in game theory and other forms of social mathematics. These hidden rules games are similar to the pattern expressions by players in storygames, but it is not the game that is incidental to the storytelling, but the storytelling that is incidental to the game play. It is difficulty. By any account the DM must learn before game sessions an entire code of expressions to relate during play so the the players can engage in deciphering and strategizing.
Both of these approaches are radically different just as an improv jam session and a symphony adjusting to a new conductor satisfy in very different ways. The important take away is: Both Satisfy. And these two, probably the most predominant schools of game play in RPGs today, still are hardly the only manners in which to play games.
So, yeah, I say systems do matter for players' enjoyment. And the same player can even enjoy a variety of different systems. But the person has to be open to what the system is delivering. Plus, it helps that is what the player is actually looking for.
I also believe their are game system which are inherently harmful to people and their enjoyment shouldn't matter at all to the ethics of playing them. Russian Roulette isn't to be tried the first time.
Without any ability to act within a ruleset we have no means to gain proficiency with it. Storygames are considered the easiest as they only require awareness to self express, but this is almost always accompanied by pre-learned pattern expression not included in the game rules. For example: shared language, social cues, cultural similarities, and so on. These are the most open of role playing games, but also the least game-like and absent of the majority of game features. For instance: strategy, forethought, memory testing, spatial awareness, and other core game traits. If you boot up some gaming software and it's an artistic design or word processing program, then you probably think of games as stories. If your capacity for fun is limited to storytelling, than you definitely want RPG systems that deal with delivering the desired modes found in literary and critical theory.
Older role playing games focused on putting game elements into the expressions of one person, the DM. As with most gameplay these games focus players into pattern recognition and behaviors contained within the rules and as explored in game theory and other forms of social mathematics. These hidden rules games are similar to the pattern expressions by players in storygames, but it is not the game that is incidental to the storytelling, but the storytelling that is incidental to the game play. It is difficulty. By any account the DM must learn before game sessions an entire code of expressions to relate during play so the the players can engage in deciphering and strategizing.
Both of these approaches are radically different just as an improv jam session and a symphony adjusting to a new conductor satisfy in very different ways. The important take away is: Both Satisfy. And these two, probably the most predominant schools of game play in RPGs today, still are hardly the only manners in which to play games.
So, yeah, I say systems do matter for players' enjoyment. And the same player can even enjoy a variety of different systems. But the person has to be open to what the system is delivering. Plus, it helps that is what the player is actually looking for.
I also believe their are game system which are inherently harmful to people and their enjoyment shouldn't matter at all to the ethics of playing them. Russian Roulette isn't to be tried the first time.