I believe that the rise of 3/3.5e and online discussion forums created a massive, fundamental shift in how RPGs were viewed and used (source). 3e, and then into 4e, D&D was very dense, rules heavy, complicated, and filled with character building options. That was the game (source). That spread to other RPGs, placing the baseline complexity of the typical RPG at the extreme upper end of what we saw in 80s/90s (source). At the same time, online discussion veered heavily towards character optimization and rules details. It was a culture of read and dissect (source).
Both the indie and old school design movements rose in counter to this, focusing much more heavily on actual play at the table (source). However, the prevailing, forum-based online culture made it very hard to communicate meaningfully about actual play (source). That changed when streaming and actual play vids became accessible to the average DM. The culture of actual play had a platform (source).
As game designers, we can actually watch how RPGs play and what rules and concepts facilitate the effects we’re looking to create (source).
The tension between theoretical discussion vs actual play has always been a big part of RPG design (source). I believe at the table ruled for a very long time, swung hard to theory, and now back to table-driven design (source). Theory is useful, but it has to be used in service to actual, repeatable results in play. And I say this as someone who veered to theory (source).
So in a series of 14 tweets, that’s why I see Critical Role at GenCon something that can be very good for the hobby and designers (source).
Addendum: This ties into the huge success of 5e and the growth of RPGs – people can now learn by watching. The rulebook is not a barrier (source). We don’t learn sports like baseball or soccer by reading the rules – we watch and quickly learn how to play (source). The rulebook is a reference, like the NBA’s rulebook. Comes out only when absolutely needed. Barriers are now gone. Design accordingly . . . (source)"