That was my impression.Ernest Adams was primarily writing for videogame design.
Vincent gets it from Ron Edwards. I don't know if Edwards gets it from video game design. He uses Champions as a principle example.Currencies as a tool of game design had been well explored by videogame designers, so that element of what Vincent was writing was not new (though neither was it misleading or unhelpful!)
Yes to all this.I think Vincent's most important contributions have been in the direction of "how to relate the fictional and the mechanical" which he accurately characterised in the piece you quoted as "one of the ongoing and outstanding crises in rpg design." You might recall for example that we debated awhile back the prospect of games like chess as engines of fiction. Through long contemplation of your and Vincent's arguments I now think it is right that although a game of chess produces a history, and although one can have conceits in mind for the pieces, the moves, and the board, when one plays chess one is not involved in manipulating fiction. One plays chess in the real world, as it were.
One of the unique challenges of TTRPG design is crafting rules that manipulate - are informed by and have effect in - fiction. Ernest Adams is emphatically not addressing that problem.
Here's a very good essay by Vincent; I've cut out the examples, but it's about how actions are declared and resolved:
Maybe we CAN say what our characters do. Maybe the way the dice or cards work, there's a little space where we can pause and just say it. Maybe that's even what we're supposed to do. "Always say what your characters do," the rules say, maybe. "No exceptions and I mean it." It remains, though, that we don't HAVE to, and if we don't, the game just chugs along without it. We play it lazy . . . The rules [of In A Wicked Age] say "say what your character does. Does somebody else's character act to stop yours? Then roll dice." That's what the rules say. But if, instead, you say what your character intends to accomplish, and somebody else says that their character hopes she doesn't accomplish it, and you roll dice then - the game chugs along, not noticing that you're playing it wrong, until suddenly, later, it grinds to a confusing and unsatisfying standstill and it's not really clear what broke it. If you play In a Wicked Age lazy, the game doesn't correct you . . .
So now, if you're sitting down to design a game, think hard. Most players are pretty lazy, and telling them to do something isn't the same as designing mechanisms that require them to do it. Telling them won't make them. Some X-percent of your players will come to you like, "yeah, we didn't really see why we'd do that, so we didn't bother. Totally unrelated: the game wasn't that fun," and you're slapping yourself in the forehead. Do you really want to depend on your players' discipline, their will and ability to do what you tell them to just because you told them to? Will lazy players play the game right, because you've given your IIEE self-enforcement, or might they play it wrong, because the game doesn't correct them? Inevitably, the people who play your game, they'll come to it with habits they've learned from other games. If their habits suit your design, all's well, but if they don't, and your game doesn't reach into their play and correct them, they'll play your game wrong without realizing it. How well will your game do under those circumstances? Is that okay with you?
So now, if you're sitting down to design a game, think hard. Most players are pretty lazy, and telling them to do something isn't the same as designing mechanisms that require them to do it. Telling them won't make them. Some X-percent of your players will come to you like, "yeah, we didn't really see why we'd do that, so we didn't bother. Totally unrelated: the game wasn't that fun," and you're slapping yourself in the forehead. Do you really want to depend on your players' discipline, their will and ability to do what you tell them to just because you told them to? Will lazy players play the game right, because you've given your IIEE self-enforcement, or might they play it wrong, because the game doesn't correct them? Inevitably, the people who play your game, they'll come to it with habits they've learned from other games. If their habits suit your design, all's well, but if they don't, and your game doesn't reach into their play and correct them, they'll play your game wrong without realizing it. How well will your game do under those circumstances? Is that okay with you?
The challenge of how to design mechanics that will require the participants to imagine the things the game needs them to imagine, if it is to work well and be fun, is not straightforward.