
It's straightforward engine building, you want to plot out your actions so the first one makes your next action produce more or cheaper to do. It just feels real good to move a peg from one area to make an action produce more, to another area to make an action cheaper cost, gets that monkey neuron firing.
I'm pondering two ways for this to apply to tabletop RPG's
A) Player Character Sheet: Character abilities get more efficient as they advance/level up. Most straightforward, but if it's happening outside of battle then the peg moving is just a gimmick that's less efficient than typing writing or printing out a leveled up sheet.
B) Somehow done round by round for a PC: So this is closer to Scythe, but Scythe is very abstracted to be "this is your nation's industrial activities".
So moving pegs around could be plot level and represent where the PC fits in the current plot, or maybe more personal like assassin marking or a shaman channeling energy into different talismans.
Have you guys seen an RPG that has this kind of mat with pegs to represent a player character?