I& #39;m not big on snobbery at all and I do agree with cavegirl& #39;s take on this.

Unfortunately most of my game design doesn& #39;t reflect this -- I& #39;m not so good at rules that mechanicize social/emotional abstractions. https://twitter.com/DyingStylishly/status/1263833073461985280">https://twitter.com/DyingStyl...
E.g., in the Unnamed Lesbian Pirate RPG, there are still more rules about pirates fighting bad guys than about being lesbians who fall in love.
I guess part of it is that to some extent, rules for relationships/emotions feel coercive to me, and thus elevate emotional manipulation to a core mechanic of a game.
That& #39;s not INHERENTLY bad of course, but due to my past -- and I mean real-world stuff, not my gaming experience (although I guess that& #39;s related too?) -- I can& #39;t deal with it.
Hell, even writing about it in this thread is spiking my anxiety, and I am sure hoping I don& #39;t get attacked for doing so.
tl;dr: cavegirl is right but my traumas make it hard for me to visualize rules I would write that prioritize social/emotional mechanics.
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