Cards in Daggerheart just hold information that is just as easily placed on the character sheet. And there are plenty of character aspects on the sheet that aren't on cards.
I enjoyed what I played of Starfield but ultimately it did not have that "must see what is over the next hill" quality I associate with Bethesda RPGs. Skyrim and Fallout 4 are compelling to me because the map is open and littered with tiny quests and environmtal stories. Starfield just did not...
The fact that Dungeon Crawler Carl has taken the world by storm is mind boggling to me. But I guess lots and lots of people liked Twilight and 50 Shades, too.
Sure. I did not mean that flashbacks are bad. They solve a perennial problem. It is juts that they aren't nearly as much fun as a plan that goes right... for once.
Despite having run many different games for many, many players over the years (due to running at cons) I think the "I roll perception!" player is pretty rare overall. Same for the "I run my hands over the rim of the chest looking for irregularities" player. Most players engage with the fiction...
I am not sure that this is tied terribly strongly to consumable resources, versus how the actually game engine resolves attempts and actions (but that's another thread).
I don't believe those things are mutually exclusive. You can certainly designs systems where the players have to come up with clever solutions while using what's on their character sheets. And a "GM may I" style system is not better than a "I roll perception" style system if the challenges are...