Mark Diaz Truman I’ve been chewing on your question! It’s a good one. I mean I assume there’s a market for that kind of thing, which is why you included so much of it in Urban Shadows (which I totally should have remembered when I was thinking about games that explain their intent). Like, I’m sure you could have saved many pages of print if you’d left out the material like what players are expecting when they play a vampire, and how their powers play out. That’s solid material, useful! But it’s not even roooolz so why did you include them at all? I assume it’s because improved usability is a better long-term strategy than bare-bones hope-it-works-out design.
Factions/faction moves, I can discuss that in sidebar.