8 thoughts on “Uncertainty in Analog Role-Playing Games, Part 1”

  1. >> If design matters so much, why do designers often disavow the design itself?
    There’s not a lot of difference between a “hobbyist” and a “professional” in TTRPG, even today, and the boundary between “GM” and “designer” is equally vague. There are TTRPG designers who consider the GM as an autonomous artist who will modify the rules as befits the application, and there are TTRPG designers who consider the GM as an idiot who needs to have everything spelled out mechanically. And then there’s everything in between.

    1. Good point! I posed the question as rhetorical, but it stands to reason that the social positioning of TTRPG designers definitely has an impact here.

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