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He is saying not everyone needs the system to help in the same way and that the most essential thing for sandbox to function as he is describing it is that core play loop. It isn’t like physical technology. The X card might help some groups but it might hinder others. It isn’t always going to be helpful for groups pushing the envelope (and some people find it can cause more problems). The same with any mechanical development. Some of the examples I have seen in this thread for good sandbox play, scale back combat for example, making it less granular. In those campaigns having more rules to help positioning during a fight would probably not help, but in a game where combat is more standard, positioning rules could help (but such rules could interfere with the core play loop for some people if they want a more flexible and open approach to positioning), same can apply to rules for overland travel. One man’s helpful mechanic or procedure is another man’s obstructionI don't think omission gets you all the way there, though. That's...sort of the point?
Omission only eliminates (presumptively) accidental roadblocks. "The system hasn't actively interfered" is far from "the system is actively helping". It's certainly helpful for task X if the system in question doesn't actively interfere with doing X. But it is--I should think objectively!--better for task X if the system actively helps with doing X.
To use a more contemporary example, things like X-card and O-card mechanics actively help players who want to do relatively "risky", pushing-the-envelope play-experiences. Having no mechanics at all for such things, neither interfering nor helping, is pretty clearly not enough, otherwise folks would never have developed the concept in the first place.
"The system doesn't get in my way, so it's better than a system that does get in my way" is a perfectly valid argument, but it is inapplicable as a rebuttal to the claim that a system actively helps with some specific task.