Speaking of which, I did find this -
from the introduction to the blog - interesting:
You’re reading a rpg theory article about a rather specialized topic; even if you’ve played roleplaying games for years, it’s possible that the ideas and concerns expressed in this article are things you have never yet considered yourself. “RPG theory” is a form of art theory, an attempt by practitioners of roleplaying to understand, verbalize and model what happens during the activity. Although roleplaying is a pretty young art form, it already has let’s say three or four distinct schools of theory, and a bevy of specialized vocabulary. RPG theory is useful for hardcore hobbyists, but it takes as much study as any other art theory to get any insights, and those insights are generally of a sort only useful for veteran practitioners. Theory is something you move on to when you’ve exhausted the immediate development potential in your everyday play and want to develop your skills and understanding further. If you’re happy with your gaming, I propose that the time for RPG theory is not yet; come back to it when you’ve grown dissatisfied and are seeking solutions.
My specific RPG theory topic here goes back to the early ’00s; I’ll be restating and commenting upon a few parts of an influential rpg theory scheme called the GNS theory. .. . . This Ron Edwards fellow whose work I’ll be commenting on here is Ron Edwards, my rpg guru, a powerful game designer and the single most important theorist in the history of rpgs. You could do much worse than studying his work. Ron currently works out of Adept Play, a sort of combined blog-forum thing. I haven’t followed his work in real-time recently (I am frankly a bit intimidated by Ron, and don’t want to be a pest), but I have no doubt whatsoever that you’re making a grave mistake by reading my stuff instead of his.
That last sentence is disarmingly modest! But as a whole this framing is pleasingly honest. It's not an "I like what I like" essay.