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From the introduction:
Have you ever noticed how most "traditional" role-playing games tend to discourage cinematic actions (complex or risky stunts, multiple actions, etc.) with mountains of modifiers? In the interest of “realism,” GMs are told to slap penalties onto these kinds of actions in order to make them more difficult. In other words, to make them more likely to fail. To the extent that people prefer success over failure, such games reward players for sticking to safe (i.e. boring) courses of action. If you want to play a tactical game, that's all well and good. If you don’t...
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