Core concepts
The core concept behind the game is to create a system for running story driven adventures. The system will be as generic as possible but will not strive for realism instead it will attempt to make sure that everyone involved can work together to create a story.
Non Randomness
I like games that don't have a random element, Amber is still for me one of the all time classic games. By removing the random element you can remove a lot of the system talk. The GM can simply tell a player if they think they are going to succeed or fail. Then the player can try to change this result, either by effort or by serendipity.
Whilst I want to remove the elements of system talk I'm sticking with number for character stats and task numbers. I thought initially about having a system using words, but I figure that people understand numbers. At least at the basic addition, subtraction and comparison level. you can have a system that uses number without having to call them out all the time... I think.
Naming
Names are important, by choosing evocative names for things you give them a certain weight. One importat change from the initial text below is Story Points. You now have Story points, which where temporary story points, and Legend points, which were permanent story points. Plus there are Tragedy points. More on those later.
Tonight I plan to explain the thoughts I have for opposed tasks and ongoing task. Plus adding a system for describing task danger, and the ability to reduce it even if you are going to fail.
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