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.
Viewing post in Case Files - A Detectives Guide comments
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.