Reading through this topic, I feel compelled to say yet again, perhaps in a less abrasive way, that I simply don't find this sort of theory crafting, as in stuff like Six Cultures, particularly valuable from a design perspective.
It attempts to categorize and desseminate across players a bunch of emergent game states that have resulted out of games that are called RPGs, and thats fine, it really is, but the problem is that it then results in conversations like this one, where its all high concept jargon-laden cross-talk that doesn't result in much thats practical to design with.
RPGs in general, even on the lightest end, are more complex than a lot of games, but that doesn't mean developing them is necessarily complex, nor that it has to be. Theres value in simplifying things so we can examine them better.
Thats not to say that these ephemeral concepts that so much RPG theory focuses on isn't valuable at all, but more that there's something more fundamental thats, in my opinion, more than a little neglected in comparison.
People have disagreed for various reasons, but thats whats core to my noting that RPGs as we know them today (the earliest possible examples are debatable) are, fundamentally, a greatly elaborated hybrid of an improv game and at least one form of playstyle reinforcement game, usually two.
Now what do those terms mean?
Well improv game as I use it just refers to the collective mechanistic patterns that allow for Improvisational scene management as an interactive gameplay (aka feedback) loop. Players take "Actions" to add to a given scene, and other players respond in kind through different mechanisms like Yes, And, and collectively this produces a shared, imagined reality, which effectively is a gameworld.
In colloquial Improv, this gameworld is simplistic and only serves to contextualize the player's Actions temporarily, typically only for as long as a single "Scene".
But you can step the Improv game up in complexity; narrative improv provides for a much more complex and persistent gameworld, and naturally the conclusion of that is full blown Roleplay, where the shared gameworld is incredibly complex and persists even across entire Sessions of gameplay rather than just a group of Scenes.
The gameworld itself, meanwhile, comprises of all introduced elements by the Players, from the personalities they take on on down to the nitty gritty of internal logic or even physics.
The thing about RPGs as we know them, is that the Players in the improv game aren't just what we colloquially recognize as RPG players. The GM is a Player in this sense, as is the Rules system itself, which includes any and all info thats introduced to the gameworld by the game's overall designers.
All three collectively provide the foundation of the RPG gameworld and collectively manage it from scene to scene. Traditionally in RPGs, this management was strictly codified along specific Player roles (ie players only manage their characters, GMs everything else), but exceptions existed, and unfortunately for quite a long time (and, I'd argue, still today) the share of that management on part of the Rules system was ignored, denied, or otherwise neglected, which is a really big problem.
Why its a big problem is simple: the vast bulk of RPGs heavily rely on the Improv game as the core gameplay loop, but don't actually teach how to engage with it, instead relying on oral traditions and in-group onboarding.
While one can plausibly forgive the great surplus of lightweight games for not spending page counts on the relatively complex topic of how to roleplay, many games spend hundreds if not thousands of pages on so much that isn't always all that relevant.
The other parts of RPGs are a mechanistic pattern called playstyle reinforcement. What Actions a given Player takes compel specific feedback that's designed to reinforce the choice that was made, in addition to whatever standard effect it introduces mechanically. (
This can also be called choices and consequences, and this typically manifests in two ways.
The first way it manifests comes organically out of the improv game; the mechanisms involved are reinforcing in nature, as what Players introduce compels other Players to accept and modify (or some variation) it, and in turn the original Player is compelled to do the same to them, and it continues in this fashion until the scene resolves. In video games, this often has to come through prewritten elements rather than spontaneous creation, though they are starting to catch up on that.
The second way though is traditionally through character building, where different traits are collected and applied to a given "Entity" that serves as the Player's proxy in the gameworld, and the choices made between these traits, especially over a long period, reinforce the choices the Player makes.
While others have also expressed disagreement with this, the problem I see in not embracing the idea is that by refusing to do so, we miss what makes games like DND or Pathfinder or Gurps click for their audience over that of games like FATE or BITD, and, for that matter, vice versa.
But beyond that, the things that we see discussed in this topic, these complex and ephemeral things that are used to try and explain these games, are virtually all emergent from a combination of these base mechanisms and the overall "aesthetics" of the game.
Aesthetics here is defined as the overall effect of a given mechanism in terms of gamefeel (what feedback feels like to engage with), thematics (what purpose that feedback serves contextually), and player perception (what they intuitively expect and can understand about the mechanism and its feedback).
Getting all three of these as close to identical as possible is key to immersion, incidentally. (Immersion here referring to the capability of the game to induce a flow state; challenge and/or realism focused games are often a shortcut to getting the aesthetics right in this regard, as both compel the design towards making these elements identical)
And as such, when we want to examine a given design problem, where we want to figure out how to produce the kind of experience we want the game to have, we can leverage the simplicity to find viable solutions.
So much of the classic problems of RPGs have pretty much exact parallels to the classic problems of colloquial Improv, which makes sense after all, if one embraces that they're fundamentally run off the same mechanisms. A GM railroading players for example is a clear instance of blocking, which is an improv issue that results when the a Player breaks the feedback loop.
(Spoiler warning, Im now going to cover some specific opinions I have to illustrate my point, so lets be clear and delineate between the above, which is me trying to be objective, and the below, which is me being opinionated)
The issue for blocking, and the idea that both GM and Rules are Players, ties into my thoughts on many kinds of Narrative game design, as we see in games like ApocWorld, BITD, and others.
Because there's an apparent refusal, or at least general ignorance, of the idea of the Rules being a Player, these games very often run into a problem of blocking, and people understandably bounce off of them when it happens. In service of making a narrative occur, the Rules don't respect the mechanisms involved in the improv game, and so if you follow the improv game as those mechanisms provide for, you're eventually going to run into the loop breaking when the Rules deny you those mechanisms.
And this isn't an issue of Constraints, mind. Constraints are a useful and valid form of feedback. Its an aesthetic issue; one of either gamefeel, thematics, or player perception is being violated (as in, done poorly), and oftentimes the worst offenders are violating all three.
Thats why I believe I was able to grok and get into Ironsworn and yet have bounced off pretty much every other game in its heritage. Ironsworn handily smooths over those aesthetic issues because, as a solo oriented game, it fundamentally can't rely on the heavily segregated Player roles that other games can, and by doing so it removes a lot of the capability of the Rules to cause blocking. There's still some (tl;dr higher stat arrays fixes the rest), but its overall clean.
And naturally, it has to be said non-narrative games aren't intrinsically immune from doing the same thing. Its been my observation that pretty much every RPG does, and that's my theory for why Rule 0 is so prevalent in the hobby. There's an underlying issue that isn't being resolved by designers, because they don't or don't want to recognize what these games are made of on a fundamental level, and thus their audiences have increasingly relied on fiat modification to eliminate the problem.
As a matter of fact, I think its rather apropos given all this that the only two games I can really stand playing anymore are DCC and Ironsworn, because they're both games I didn't really have to modify just to reach playability; I played Ironsworn for about a year before I tried fixing the stat problem, and it only got better after I did. A relatively minor change that didn't require extensive modding to pull off is a pretty forgivable ask, and thats proven as I continue to play today, and still don't feel compelled to homebrew anything into it (though that'll change soon enough as I hijack it for my own game design)
Meanwhile, while the DCC I play is greatly modified (I hijacked it to testbed my own game design), I can easily shift back into its original form and its still just as riveting. Short of new content, I've never once felt compelled to change anything about how DCC works, other than the often maligned funky dice.
I don't personally mind the dice, but not everyones going to buy them just for one game, and especially not when they aren't sold on the game to begin with. So adjusting the game to use a standard set is the most I've ever done.