This looks like rather good advice, and I like the comparison to brutalist architecture. It feels like it fits, because so many seem to think brutalist architecture is ugly.
Personally, I like how functional it is; and similarly, functional (if plain) adventures make for good sessions.
That's true, I have been leaning heavily to narrative games lately so there's something to be said about mechanical simplicity and still telling fun stories together.
That's true, I have been leaning heavily to narrative games lately so there's something to be said about mechanical simplicity and still telling fun stories together.