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A sketch for an abstracted system. Intended to provide fewer necessary dice rolls, player control over results, player selection before random and player selection after random results.

Created for games that focus on historical day-to-day life, social interactions, adventurous travel, and exploration of places, events, and historically inspiring events. Investigations of and about mysteries. Family relations history and bouts. As well as somewhat realistic consequences, both social and fatal.

Conceived as "fail forward" and "story first" with results that are described narratively. Designed with a starting point in "guided play", that is to say that you have a game leader. Should be usable as a "co-narrative" and with a little work as a "solo game".

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TLDR

If you do something prepared and calmly, you will succeed if your skill value is equal to or higher than the degree of difficulty.

Beliefs and convictions influence one's chances, drive one to great deeds or wavering courage.

If you try to succeed at something more difficult than you have the skill value for, you have to force a result and roll dice to see how it went.

If you end up in conflict, you roll dice and compare individual results against each other. Whoever hit the best has an advantage in the conflict.

You use six-sided dice and read the result as a value between 0 and 2. You can roll more dice at the same time if you have a higher skill value, advantage or help. If you roll several dice, you add up the value of the dice results.

Activities can succeed completely, succeed partially with consequence, or fail.

If you fail with a roll of the dice, you can take "a consequence" to partially succeed or reduce the negative consequences.

A situation and activity can be judged by a larger or smaller audience or surrounding public if it touches and engages them. Affects the honor, reputation and reputation of those involved.

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