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System Doesn’t Matter as a sales strategy

March 30, 2026

A friend linked me this post from David J Prokopetz, which I think halfway gets things correct, but is missing some key historical context. It is true that there’s a subset of play culture that believes there is no actual connection between rules as written and play as experienced. It’s much older than Hasbro though.

Back in my day…

It was kind of the dominant play culture in the 80s and 90s. With one major caveat; it wasn’t “the rules don’t link to how we want to play” the advice in many of the games was railroading, either a straight line plot or branching path, but the idea was that the GM was to use Fiat and ignore rules and force things into a specific path, all the while constantly telling the players “they can do anything they want”.

If you want to know why early 00’s rpg theory writing was very concerned with GM Fiat and System Matters it was this.

To give an analogy; remember when a few people started buying thousands of dollars of toilet paper at the start of the pandemic? Even to the detriment of OTHER things they needed? Imagine that was most people, imagine that went on for decades, and you’re trying to tell people there’s a different way to do things. You would probably sound a little off kilter after a point, because you’ve been arguing with weirdos so long. (If you read old RPG sections on GM advice, you can often find the advice to lie to the players, punish their characters, etc. so… yeah… that was normalized).

This is literally where these two posts I wrote in 2009 came from:
Roots of the Big Problems
A Way Out

Sales strategy: Brand as identity, not as design

Anyway, in those, one of the things I pointed out, which applies just as much to current 5E/Hasbro culture, was that some companies realized you don’t have to focus on design when you can simply make the brand an identity issue. Much like how “brand as identity” works in other fields of commerce, it’s about subverting your consumers to not think about something but make it a reflex action about what they side with and gravitate to. “brand name loyalty”.

You can shovel anything out; they’ll buy it, it has the right brand name on it. If it’s not built well, they’ll say “you’re too soft/spoiled for this”, or “you’re a bad roleplayer”, etc.

The pitfall in this strategy is that you have to keep your base from seeing the contradiction in “the system doesn’t matter BUT I should buy the new thing”. If they lean too hard into thinking the system doesn’t matter, why should they buy anything you’re selling? If they lean too hard into “the product is providing useful things” they might measure against that to see if that’s true and find it comes up short.

Anyway, while I’m sure a lot of folks looking around after WOTC burned the streamers are trying out new games, I don’t think it’s an incredibly common experience to constantly run into people who are actually reading and playing rules bumping into people who don’t understand rules exist, outside of maybe conventions. Maybe a bunch of people are still trying to form random groups online?

That said, I feel like there’s not much value in trying to convince people directly, rather than just keep playing your games and showing how they work and maybe folks might take an interest and see “oh wait, rules CAN do very good things, it just has to be the right ones”.

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Ginny Di quote from RPG.net AKA “Some guy named Chris”

February 5, 2026

I always appreciate when I get quoted/linked for something other than the Same Page Tool. In this case, D&D Youtuber Ginny Di covering the topic of romance quoted something I wrote way back when on rpg.net:

It’s also interesting how, after so many years, we’re finally at a point where a lot more games are doing stuff with mechanics and romance, and that there’s a subset of people who are still at the same argument of “you can’t mechanize love” which always reads as a funny misunderstanding of RPGs… you can’t mechanize fear, either, yet people understand games with fear saving throws or a “panic points” or whatever exist not to make the player feel fear, but to be a prompt and constraint on play to produce the larger experience of the game that the group desires. (I wrote about this thing just a few years ago too)

You, the player, don’t feel fear from failing a fear save, but the fact your character is now out of your control or limited in their actions, adds a tension. Your character failing to act to help an ally at a critical moment, adds a tension. Not all horror games are about the player feeling fear, which is different than the character feeling fear, but the tensions matter to the play experience. (The player need not always be projecting themselves into the character emotionally, it’s just one option of play one can take or leave depending on the player’s preference and the game and situation in the moment).

When you put a reward on romance it’s not because “romance has no inherent value” it’s a reminder to the play group about where to put spotlight and focus in play. There’s some fun mini-games like Beach Episode which are just about that kind of character spotlight focus and nothing else.

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Signalboost: A bit of history on indie RPGs

December 29, 2025

This covers a lot wider than what I’m familiar with but seems like a decent primer for anyone trying to dig up history on the outgrowth of indie RPGs post-Forge/Story Games https://aavoigt.com/f/the-golden-age-of-indie-rpgs.

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Game Hype: Dragon Slayers

December 21, 2025

I had picked up GILA games Dragon Slayers a while back and just hadn’t gotten around to reading it. Which is a shame because I think this game actually does a lot of really clever things in a very understated way.

Gameplay-wise, I think Dragon Slayers hits a lot of buttons for what many modern D&D players want who aren’t already served by a more complex gridfight game like Pathfinder:

  • Bespoke mechanics for your character
  • Light tactical play, but fast and less complex tracking
  • Go on adventure, fight monsters, return.
  • Easy set piece battle design, easy monster tracking for GM

You’ve got a number of character classes, each designed to interact with their own custom rules, but each set of custom rules is not terribly complex. One of the cool things is that every character class has some Support Actions – things they can do in a fight to aid another character, and every class has a Camp Action which is a benefit they grant during the rest.

This is one of the things that helps ease a long standing problem with D&D-ish games, of party balance. By making all these things built-in from the start, you don’t have the problems where “people made bad choices in their build” that can make early play less fun.

Taking a page from PbtA style design, each class is basically 80% complete; you pick a couple of skills and such and have a few advances you can take to customize and improve the character. This also means it’s very easy to pick up and play for this game, which makes it much easier as an entry level game for players. (I think the GMing isn’t complex, just that this is clearly a game that assumes the GM will have some minimal experience elsewhere first).

Combat uses the idea of zones, making it easy to scribble out an abstracted map on the spot if need be. Characters can Move & take two actions, just that they generally can’t repeat the same type of action twice, which means there’s more incentive to do Attack/Support Move and set up team actions between each other, or do small stunts and such.

Zones also work pretty well for the setting up effects from monsters. DS’s take on the red dragon has a brutal but exciting mechanic; whatever zone the dragon enters is destroyed; presumably the combination of fire blasting everywhere, flailing tail and smashing claw. The players need to move to another area or they will eat heavy damage by the end of the turn. It’s cool, simple mechanics like this that pretty much guarantee fun set piece battle action in play.

Now, the game does note that it doesn’t have a deep advancement path, which I think is something a lot of modern D&D people want, because they usually also want months or years of play as an ideal. For that reason, I think the game as it stands fills a better place as a short term play game or an intro for many people to action roleplaying. Hopefully supplemental material or fanhack stuff will be made in the future, or, if you’re that deep into it, you can probably build it out yourself, though I think the class stuff is probably the harder part to create as far as the way the game works.

I’ve just moved it up on my “play soon list” because I’ll be seeing friends in town and a pick up game might be exactly what we’re looking for.

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Murkdice’s 12 NPCs – A fun little NPC flag system

December 8, 2025

Murkdice wrote The Only 12 NPCs You Need and it feels like a great little meta tool to throw on top of whatever game system you have where you need to have NPCs with motivations and goals.

I’ve always found that a better way to prep and run games; the players play the NPCs, the GM looks at the list of NPCs and sets up actions they take in return. Easy improv built on minimal prep. No need to do massive plot tree preparation.

This tool feels like a cousin to my Faction Personalities Tool. You could, also choose to take the NPCs’ goals and build them in relation to the player character’s goals and flags.

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