I'm glad you noticed! One of my main objectives was to keep it very open-ended, in part because that's how I like my ttrpg systems, but also because I've always wanted history games to focus more on narrative cause and consequence (which is closer to how history is actually interpreted) rather than being a wargame with a "march of progress" attached, which can be very fun but it never managed to fully scratch that itch for me.
cubecookie333
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Thanks so much for trying it out! I will admit the Oracles were a bit of an afterthought as I wanted to focus more on examples, so it escaped me that I wasn't using the same dice as the rest of the game lol.
I already have some ideas for optional rules which didn't make the cut, so I'll be looking to share them eventually ;)
Very nice game. I'll admit that having Will and Desire refer to the dice and the stats got me a little confused at first, maybe you could've specified that you have to write them down as numbers too because I thought you had to use the dice at first. But other than that little hiccup, amazing game, very cool concept. Hope to see the other editions!
Thanks for the response! I didn't expect to get one so quick. The lack of an end point was intentional, as history is more an endless sequence of events than a predetermined path forward as many think of it, although admittedly it does mean there's no real end goal in the game.
I'll be sure to check out your games later!
The Loose End table is meant more as a guide in case you are playing GM-less or are stump for inspiration. Ideally the GM would make a Loose End based on what the player is trying to do, for example if you were examining a body and failed your roll, the GM might say you found a strange skin condition instead of whatever you were hoping to find.

