Yup, that’s what I was suggesting before. It’s a space with two parts, a more staid, traditional back to basics view and then this really out there creative side that adds pushing all kinds of crazy elements.
I mean, perhaps that could be the pitch to newer players? “Products to take your imagination to the next level”?
Speaking generally I don't really think there is a need for individual gamers to buy into creative movements. They just have to buy into whatever game they are playing. Like I did not brief the players in my Apocalypse Key games on indie RPGs or even Powered By The Apocalypse. I just pitched them on what I loved about Apocalypse Keys, let them choose playbooks, walked through character creation and just started playing. That other stuff is just art history level stuff to most players.
Same goes for something like Worlds Without Number. The movement stuff does not really matter if I just want to play this game over here.