Michael Prescott it’s actually been really interesting to see many indie designers come full circle around to what JD Corley’s been saying for 15 years, in terms of players actively adapting the game being a core part of play. You see this in the way A Storm Eternal presents its basic moves as “rulings” that are expected to be tweaked or replaced. Or the way that Jason Morningstar’s new game Deep Love acknowledges multiple different possible approaches to play based on player preferences. Or even just in the Advanced Fuckery chapter in AW. It shows we can have System Does Matter and also acknowledge that everything happens because people make choices about how to implement a set of experiences.