Hi everyone

I have not played this game (just to clarify) but I find this discussion quite interesting (even if tainted by some "bad feelings" here and there) ... so here I am speaking my mind.
I must agree with Tuomas when he states that saying "
can" would have a deep and evident impact on the game, so he chooses to rely on the unspoken assumption that the mere absence of "
can't" would be enough ... a subliminal way to say "
you CAN, but since I'm not telling you, then you will DO it only if a genuine internal impulse compels you to do it".
The problem would be, I think, that there might be thousands of other impulses in the player's head, all refraining him from dong something that he may WANT to do, but is uncertain about being ALLOWED to do.
Some people are actually worried about not ruining the game for others, so when in doubt they prefer inaction.
Same goes for everyone who might be shy, thus choosing inaction to avoid potential errors ... exposition ... discomfort ... etc
Same goes for everyone who is used to games where the game-text IS IMPORTANT and must be used and followed ... if something is not important it won't appear on the char-sheet (they think) and if it IS important it will be there in the official text (they presume) ... it is genuinely counter-intuitive (for them) to
guess without any hint that in this specific occasion some things are important and unchangeable, while other are trivial and changeable

I think that this in turn also deeply affects the game, as much as writing "Can / Can't" because it shifts the focus from in-game to out-game.
Instead of a test-of-character for the fictional persona and her beliefs ... it may turn out as a test-of-character for the PLAYER ... a thing that could doubtlessly be very interesting, but maybe it's not what the author was aiming at

I mean... the important question would not be "Why did your character changed his mind?" ... because that is obvious and really not very interesting; someone talked him into changing his mind, either winning him over, or pushing him to an opposite result maybe out of spite.
(like: the priest talked me into changing my mind ... instead of ... the priest pissed me off so much I changed my mind)
Instead the important question would be "Why did you decided you could make your character change his mind?" ... why did YOU assumed you could? ... why did you assumed you could not?
This would be interesting sociological material.
Too bad that the characters (if I understand correctly) are too wildly different and "unbalanced" (in a narrative and descriptive way) to function as very effective in such a social experiment.
Maybe a fix could be to specify one thing.
Instead of telling the players "you CAN do THIS" (which will draw their attention and basically force them to overdo it) the char-sheets may say: "This is who you have been ... the game starts NOW"
Or something similar.
It's a very gentle hint that clarifies that the stuff as written is TRUE and therefor you can not change it, but NOW the game starts and everything can change.
Obviously, for the nature of the text, you can't say "I never killed puppies for Satan" ... the text says it happened ... stop: it happened.
But you can infer that if UNTIL NOW "I am proud to kill puppies for satan" maybe from this point on "I am no longer proud to kill puppies for satan".
Maybe it will be enough to fix the problem that some players meet ... but not enough to put in their minds the idea that they somehow "have to" make the characters change opinion, thus overdoing it

BUT if on one hand this solution is OK because it avoids the "overdoing effect" ... then again it also hinders the murkyness of the game... but let me explain

...
About being "murky" ... maybe this game is not murky!
"Murky" if I am not mistaken is a word used to define a design that has the flaw of not explicating the rules of the game.
Now, Tuomas' game is
de facto murky ... it indeed does not explains the rules of the game! ... but on a theoretical level it is so not by flaw, but by virtue ... it IS a specific design choice that DOES produce the desired effect (somewhat).
Maybe we should say Murky to those games that are ill-designed, where the author FORGETS to explain the rules, or is UNABLE to express them in a satisfying way.
Then we could call Tuomas' design Turbid ... because it strategically CONCEALS the rules from the players.
So this
Serpente game is not suffering from murky design, but is affectedly being turbid

And don't be so dismissive, Moreno!
There might be innovative and interesting potential in the idea of creating a design specifically thought to use Incoherence (in the Forge Theory meaning) as the engine to produce diverse and unexpected game-outcomes ... because everyone is free to read what he wants/presumes is really in the text

Think about it ... manipulating the game not from within, thanks to the rules, but from without, thanks to purely social stimuli: my past experiences with other games, with other people, my expectations for this game, the reaction I get from the people I meet to play this game, my personal attitude and character, my education, my manners, the way in which I like/dislike this random character that has been given to me, did I have a good/bad day before the start of the game, am I hungry right now, is it particularly hot or cold today ... ANYTHING could be influencing my social status and responses at the time of the game, thus producing ANY kind of game outcomes!

Just my 2 cents ^_^