The flowchart of the “murder hobo.”
Game systems, role-playing game systems, are a set of constraints on cooperative imaginative play that are designed to facilitate making up stories together. The constraints they impose create boundaries around the kinds of stories that you can tell within those game systems. This doesn’t make “resistant play” impossible (using resistant play as one might use the term resistant reading), but any system will tend to make a particular kind of play or story experience easier to support than others.
I’ve discussed related thoughts previously, in the context of “flavor.”
But what about experience points, or character advancement?
What about the game’s systems for rewarding players?