Does the Game Fight You?
The question is not whether a game has rules. Palladium has rules. Skills, OCCs, alignments, combat, magic—plenty of numbers. The question is where the camera sits when you open the book. Does the game fight you? Does it push the lens inward the second you sit down, until the night is about the sheet, the kit, the next feature, and what the system will let this character get away with? Or does it leave enough empty space that the world, the NPCs, and the situation can take the shot? Most modern gaming defaults to the first answer. D&D 5E is the easy counterexample because the culture around it already lives there: subclass as identity, feats on a schedule, spell lists as personality, the session as a build showcase. But it is not only 5E. It is a design habit across a lot of new games and even a lot of “storytelling” tools. Track this. Spend that. Trigger the widget. Cash the resource. Gamify the genre until the adventure is a personal efficiency puzzle with flavor text taped to ...