“If you see those in your game, you’re dealing with designers with deep assumptions about how RPGs work.” Hadn’t really thought of this before, except in the context of “Please don’t give me a ‘What is an RPG?’ section in the text.” But if we don’t step things back that far, then we are getting into some assumptions. And the really tricky thing is knowing which assumptions are deep! The whole Apocalypse World thing of “roleplaying is a conversation” could very easily be put in that section I loathe.