I really like the way you’re framing this! At the risk of nitpicking vocabulary instead of seeing a broader point, I think the question of “does X support Y” is often more interesting when we ask if X “encourages” or “incentivizes” Y, because those are more legible as questions about game design. The answers are still very subjective, of course, but they feel more concrete to me when talking about what games do rather than what they contain.
And the broader point you’re making, if I understand correctly, is that the question of “supports” is perhaps encompassing a lot more than it seemingly intends to. I think the ways that mechanics encourage, incentivize, or even insinuate value judgments about certain courses of action is only one small piece of whether or not a type of plot or tone or theme comes into focus (for a given play group). But it is a thing we can be more specific about in pursuit of accomplishing our design goals, or interpreting the design goals of the games we play.







