In every RPG, you're constantly spinning out possible courses of action and then accepting some and rejecting others, in a way that isn't really typical in other media. But in A Penny For My Thoughts, you take those alternate possibilities and really make them central to play. The main mechanic of the game is simple: two players describe what might happen next, then the player whose scene it is picks which is true. But the thing that is important to me is that those rejected possibilities still matter, even if they aren't "true". Those rejected fictional possibilities are still voiced, and everyone hears and considers them. and in practice, this means that people remember those, nearly as much as the ones that were accepted. This gives the game a dreamlike feeling, where later on things are vague, where you sometimes have trouble remembering what is true and what wasn't... which fits the game fiction perfectly, and couldn't be done in a different medium.