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