All RPGs, to a first approximation, are fantasies of agency. That is: your character can make a difference.
(If your character can't make a difference, it really isn't much fun.)
The strangest thing I see in today's young roleplayers is how they stick to a single system -- D&D 5e -- obsessively. Different systems are good at different aspects of storytelling, and the occasional attempts at universally-applicable rules (GURPS, I'm looking at you) tend to be mediocre at everything. A really good GM can overcome this, but you shouldn't need to depend on having a really good GM in order to have a successful game.
On the other hand, every lesson learned from this article is applicable across games and genres and media types.
(If your character can't make a difference, it really isn't much fun.)
The strangest thing I see in today's young roleplayers is how they stick to a single system -- D&D 5e -- obsessively. Different systems are good at different aspects of storytelling, and the occasional attempts at universally-applicable rules (GURPS, I'm looking at you) tend to be mediocre at everything. A really good GM can overcome this, but you shouldn't need to depend on having a really good GM in order to have a successful game.
On the other hand, every lesson learned from this article is applicable across games and genres and media types.