I’m very happy that in my current overview of games, designers aren’t using “hold” anymore. A big problem with that to me was that the language that describes hold doesn’t really explain that it’s a resource. It mixes hold as noun and hold as verb. I think that this is flawed because you should not have to wrap your head around resource expenditure by interpreting a word game. That’s fine to read and write but detracts from a game that has to be cooperatively interpreted. I’m very pleased that these kinds of abilities that give you an opportunity for your character to do cool things are now tied to a more standardized resource system.
