The problem with too many options...
One of the things I've struggled with in the SNAFU system has been the balance... This might be a balance between restricting character choices along specific narrative or mechanical paths (much like " Powered by the Apocalypse " games do), or offering complete freedom of choice to players (like " Freeform Universal " games do). It might be a balance between complex rules (like " Rolemaster "), or simple ones (like " Honey Heist "). Knowing a variety of games and how they handle things can be a mixed blessing. It's really good to see how different designers have handled situation that they see their players getting involved in... it's just as important to see the gaps they've left and whether these gaps are deliberate elements of " fruitful void " or whether they just haven't been noticed because they didn't consider that players might be doing these within within narratives driven by their systems. Within this...