On 2015-08-02, Vincent wrote:
Carrie: It's hard to see, because game design means covering your tracks.
But squint at reading a situation's "which enemy is the biggest threat?" You can see how, for just one second, the game makes the player take on the job of being opposition (to themselves!) so the GM can make a referee call. Similarly "which enemy is most vulnerable to me?" For just one second, the GM isn't opposition, so can make a referee call.
The game's full of little shifts in creative burden, as tiny as these and smaller.