I probably shouldn't speak for
@hawkeyefan, but I did not take this from their comments (and I've butted heads with them enough that no one is going to accuse me of being biased in favour of reading generously).
There are a number of semi-related topics going on in this thread:
- The OP's question: Is play paramount.
- A weaker version of the OP's question: Is everything we do with TTRPGs related in some way to play or the idea of play?
- Related, are games designed to played (ie, is their intended purpose to be played at the table)?
- Defining play: Does any form of engagement count as play, or only the times we're actually "playing a session".
From what I can tell, Hawekeyfan, like me, is answering yes to question two and, with respect to three, considers play to be engaging in a session. I see no answer at all to question one in Hawkeyfan's posts.
When I formed my opinion on question 2, it occurred to me that answering yes here could be used as the foundation for an argument that the answer to question 1 is also yes. However, for myself, I rejected that, and do not believe that a yes to 2 necessitates a yes to 1. That the concept of play informs other things thatwe do does not make play universally more important. It just means it informs what we do.
For any given individual, designing worlds, prepping campaigns, watching actual plays, reading rulebooks, creating characters or anything else may be paramount. there is no objective measure by which anyone can say they're wrong, or that something else should be paramount, or that something else
is paramount. Further, I posit that this position is entirely compatible with the belief that the design intent of these games is that they are to be played (and any exceptions not designed to be played are, IMO, probably not actually games) and that (with perhaps extremely rare exceptions) the concept of play influences all the ways in which we engage with TTRPGs.