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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.

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Thanks for the feedback. I get that this style of slimmed-down TTRPG is not for everyone, but I enjoy making/running it, so I am going to keep writing new cases for it. I appreciate you taking the time to share your thoughts.

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The TTRPG itself is not slimmed-down. It's just confusingly written. It's exactly the same level of complexity as GUMSHOE, but the writing lacks clarity.

You yourself are able to run it with no issues because you already know everything that's left out of the rulebook. The rest of us don't.

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.

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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.