I feel that in many indie games attributes and the like are so abstract they don't mean anything concrete in the fiction (i.e. stuff that's happening in the game world). No, I don't want to go back to counting bullets. But stats like "Willing" and "Positive condition: Supported" are so abstract they hardly evoke any imagery. Here are some questions that came into my mind:
-In the games you play, can you trace the fiction back to mechanics ("Jo shooting Jim clearly means that Jo's player used her Condition: armed")?
-If not, does it imply you're creating the fiction without much help from the system, mechanics and fiction each staying in their own realm?
-Do easily reskinnable mechanics mean there was not that much flavor in them in the first place?
-In the games you play, do you ever have things happening in fiction that you absolutely didn't want or couldn't foresee happening, as in, you can't just always interpret the mechanics so that you get something you wanted in the first place?
-If some mechanical element doesn't come up in the game fiction at all, can it still be relevant in some way?
I guess they could be split to different threads, but I think they all revolve around the same theme.