I don't get it. You say this is all you need to know and that the rules are straightforward... But I've read it multiple times and still don't have the slightest clue how anything works. When can what types of actions be used? What about actions that don't have anything to do with any of the attributes? What if more than one skill is relevant? What is the extent of use cases for each skill? How does combat work -- when is it initiated, what are the weapon damages and ranges, where is our health stat? What are our characters' origins -- are we police, private detectives, random people that happen to be good at some things? Do we belong to any organization, or know each other?
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I am sorry you're confused, but I hope I can help clear things up for you.
When can what types of actions be used?
Unlike some TTRPGs, Case Files doesn’t use defined actions. Players describe what they want to do, and the games master narrates the results. If the outcome of a meaningful action by a character is uncertain or could lead to meaningful consequences, the Game Master (GM) may call for a check. An example of when/how checks might be used can be found in my prewritten case The Union Bleeds Red
What about actions that don't have anything to do with any of the attributes?
All checks are tied to one of the three attributes: Physical, Smarts, or Charm. If it’s not obvious which one to use, pick the one that fits best based on the context.
What if more than one skill is relevant?
Only one skill die is added per check even if multiple skills are relevant.
What is the extent of use cases for each skill?
Skills are intentionally broad. The games master has the final say if a skill applies, but players are encouraged to be creative and justify how a skill might be used.
How does combat work -- when is it initiated, what are the weapon damages and ranges, where is our health stat?
As combat is not the focus of this TTRPG, it is treated like any other check. There are no separate health or damage systems; instead, use narrative consequences. These consequences can come from the Danger system. With games masters using this system to inflict injuries or kill player characters , as well as other complications such as a suspect escaping.
What are our characters' origins -- are we police, private detectives, random people that happen to be good at some things? Do we belong to any organization, or know each other?
The short answer is it's whatever your group wants it to be. If you would like a setting where the players are city-hired detectives, please check out my setting guide here: Veltro City Handbook
Hope this answers your questions
Honestly... This just sounds like GUMSHOE with a reference card instead of a full rulebook. The skill distribution method and rolls are different, but the concept of an investigative-focused system, with automatic success if a skill applies, is the same. GUMSHOE is also highly narrative, but the rulebook actually *describes* what skills do and how combat works instead of asking the players and GM to argue over it every five seconds.
I see what you're saying about the lack of clarity. It's possible the TTRPG puts too much on the GM to establish a standard of play. At some point, I may add an example of play to the rulebook to help with that. For now, at least, the pre-written adventure that can be downloaded demonstrates how a typical session of the TTRPG could be run.
Just adding a bit about how arbitration is resolved in what types of scenarios would do a lot to clarify things. From your initial answer, it sounds like attribute choice for skill checks is player-driven, origins are decided democratically, and everything else is GM fiat. Which is not inherently a problem at all, but it's not stated anywhere.