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#RPGTheoryJuly

A Meta Primer on RPG Theory

1. RPG design is a folk art. There isn't a central dogma or systematized method or 'tever. We learn it through our own experiences: playing, running, designing, experimenting
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2. Likewise, a lot of RPG theory is a folk art, born from experiences, local cultures, anecdotes, armchair chatter sessions (my fave format). There is a lot out there and it's decentralized
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3. Many folks speak with an authoritative style in theory talk. This is a *stylistic choice*. Many folks speak with jargon that seems opaque. This is a *conversational choice*, not a necessity. Both of these might suggest a central dogma or authority but neither exist
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4. The rigour with which person theory is tested and the rigour with which folks engage with academic/published theory varies from person to person and there's no good way to tell where they're at if they don't announce it
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5. Theory exists to serve the designer. The designer doesn't exist to reify theory. Folks who use theory prescriptively to gatekeep need to re-examine their values.
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6. There is no optimal method of theory engagement. It's a self-directed study program, to be pursued as quickly/slowly as you like.

Remember: it's a folk art
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To follow: a series of etiquette suggestions to help with the decentralized nature of theory discussions, as written by someone who's been interested in this for a long time whose formal studies have been Very Centralized so had to adjust her learning methods.
/fin
A point of clarification: rigorous RPG study and theory does exist, including peer reviewed studies etc. This primer isn't intended to encompass that per se, though it can be a part of your personal study. This primer is more for this <waves wildly at Twitterverse and internets>
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