THIS GAME IS SO FUN.
The system is structured enough to provide ample hooks and guideposts for a GM to craft a compelling narrative, but loose enough that it can accommodate all kinds of stories, genres, and concepts.
Unlike many TTRPGs, combat is not the main-course or central axis for every plot, or even the optimal resolution for many encounters -- sometimes it makes more sense to negotiate, to flee, to manipulate -- and the game rules afford (and even expect) that to be possible.
While dice and dice checks are involved, many of the game features "just work" and are limited not by probability by by a scarce resource pool ("grit") -- this empowers players to stay engaged and make critical shifts in outcomes and resolutions by just causing "broken stuff" to happen.
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