I think we have created a solid mini-curriculum about some critical features of play. The first part is Movement and maps, the second is Horses on squares, and here's my next part. I definitely include the comments to the prior posts as part of it. If you find any other posts or sets of comments that you think should be formally included, please let me know.
My videos for this post begin with really digging into the turn/order rules for The Fantasy Trip: Melee, because as I say there, I don't really want to talk about movement and actions in role-playing with people who don't know these rules. I even think that the next chance I get for in-person play will bust out that same ancient copy of the game for a few hours of duels and skirmishes, just to establish a community of people who've done it.
The purpose is met in the second half when I tackle the problem of when it doesn't make sense, and I hope to move through the concept of it being a problem into a different understanding of the term "medium." It would be most useful here if you would phrase what you see as this point in your own words in the comments.
I also encourage anyone reading this to choose one game they have played extensively to present here in the comments, using the terms and ideas I go through in the videos, as well as addressing anything that applies to it from the previous posts and comments. I'm talking about dedicated and thoughtful study and a good effort to inform everyone else. This is our chance to live up to the name seminar - please join me in this central goal of Adept Play.