In general, my experience with systems that focus the mechanics directly on driving emulation of literary or dramatic tropes has been that they produce rather flat play compared to systems that approach such targets obliquely.

— Wilhelm Fitzpatrick on G+

A lot of my games are similarly pushing away strategies for winning. I’m trying to avoid games where defeat is completely undesirable.

— Quinn Murphy on Twitter

Something Vincent said somewhere somewhen about making characters’ decisions irrevocable?

Something Ryan said about how Dogs in the Vineyard lets you do a number of beats between escalations; not everything is an escalation all the time. Only things that matter.