I'm relatively new to the world of ttrpg design and often don't have the context of being in the community during certain events. A while back I discovered The Forge because I wanted to understand the etymology behind Kieron Gillen's comic Fantasy Heartbreaker.
As a game designer, I was immediately interested in the rpg theory in the articles. Ever since I discovered Nick Yee's Daedalus Project in high school, I've sought out academic perspectives on games. The Forge seemed to have answers I was looking for: a way to categorize different ttrpgs and think about player goals.
...at least, on paper.
In practice, no categorization ever really survives contact with human players. Games do not neatly fit into the GNS (gamist, narrativist, simulationist) categories, and that doesn't make them incoherent either. I still liked the theory though, because it helps me think about the elements I put into games and the types of mechanics I support.
What I didn't realize is that this was a surface-level understanding of The Forge and how it had impacted the ttrpg community at large. I discovered this series of blog posts today after an ongoing discord conversation involving "system matters". This iceberg goes deeper than I realized, and the discussions of today (as usual) are held on untold pre-existing battlefields.
I need more people in my life to talk to about this stuff.
