People in general massively over rate systems and how impactful they are.
I will come back to this in a moment....
In order of importance it's something like:
The people you're playing with on a general human level
How well they can do functional roleplay
How creative they are
How well they can do functional roleplay with this system
It isn't entirely clear to me what you mean by "functional roleplay", but I'll try to work with this, regardless....
I watched John run Blades with Geoff and Ezekial3, well I watched the first few sessions. They were great and he was awful and the system was actively detrimental to play.
This seems highly inconsistent. A moment ago, you said that folks over-rate how impactful systems are, and you don't put the system within the top 4 things that impact results, but now you are saying the system was detrimental to play.
Why do you blame the system, and not instead say the
player's ability to do functional roleplay within the system wasn't up to snuff? By your own presented logic, shouldn't that be the more likely candidate? Shouldn't you be blaming the player's inability to adapt to the system, rather than the system itself?
People in general massively over rate systems and how impactful they are.
Coming back to this...
I am in the midst of experiencing the impact of system.
I was running a D&D campaign that recently concluded - low combat, but pretty traditional stuff -
The Wild Beyond the Witchlight, which I consider a sort of "piecewise-sandboxy" published adventure. This group mostly goes for fairly traditional, somewhat linear play. They like it when there's a pretty obvious goal for them to shoot for, and a general path to reach that goal that isn't too hard to find. They typically want to concentrate on how they handle the details.
While I prep up the next campaign (which won't be D&D, but Savage Worlds, but still pretty traditional stuff), one of the players is stepping up to run a short-ish campaign in a completely different system as filler. In terms of campaign structure, this game is basically a tree of decision points, not a free sandbox.
But the system is quite different from D&D. D&D is very focused on small tasks - picking a single lock, casting a single spell, making a single attack, what you can do in a mere few seconds of time in a round.
This system isn't focused on minute task resolution, or full conflict/scene resolution, but something in-between. I might call it "sequence resolution", where I mean "sequence" as in a movie or TV show action sequence - the set of things that might happen in a period of time a character has focus on screen.
So, "I rappel down from the ceiling, use mirrors to bypass the laser alarm, cut into the display case, remove the Golden Idol of McGuffin without triggering its mechanical pressure switch by leaving my calling card with a weight, seal the case so my entry was invisible, and go back up the rope," which in traditional task resolution might be five or six individual tasks, is
all one roll here.
The things that have the impact, and that takes time for the players to get used to, seem to be that the "task" is much longer, that anything that would fit into an action movie or Mission: Impossible episode action sequence is an acceptable proposition, and if it fits in the genre, and is consistent with what has already been stated, you don't generally have to check with the GM to get details.
Like, the door is locked, but how - maybe it is a fingerprint scan, or a retinal scan, or accessed by RFID chip - doesn't matter. If the player can narrate any of those, and how they deal with it, they're good to just pick the details and go! The difficulty is set on the overall "get into the vault" not on each step of trying to do so, so the steps can be handled as narrative.
And, once they are used to it, the result is palpable - plans become much more dramatic. and grandiose. If, in a more traditional system, I'd presented these players with a caper in which they needed to sneak into a place, get past guards, break into a vault, and get out with the McGuffin, this group would worry and fret and try to plan every single action. Here, we just hop in full-bore without much plan beyond "Jack and Steve are on distraction duty, Sarah and Jim are breaking into the vault. Go!"