Oh for sure, I'll try again tomorrow! 馃槉
EDIT: Got it!
My group got through the Quickstart adventure (well, not really, the TPKd at the boss) and it was an absolute blast!
The relatively freeform way of creating characters, building them up from lists of traits is pretty unique these days and gives a lot of flexiblity to get creative with builds.
The setting is evocative and the art in the Quickstart is sublime. Really can't wait for the full release of this - feels like the devs really hit a homerun with Chains of Gaelia
It's a neat hack of the old BX stuff. I was originally very confused by what a "Burger" is supposed to be as a player character until it clicked that it's someone from a town.
I like how you've managed to distill things down to d6 rolls - it plays fast and is easy to keep track of. I'm in general not a big fan of having players, not player characters, solve problems, but to be fair, that's just the way that these OSR/BX type games are. Although, it raises the question of stuff like traps - you state that anyone can disarm a trap narratively if they say the right things, but then the Thief also has a specific skill that allows to disarm traps on a roll of 6. There's a couple other dissonances like this in the book in my opinion.
The faction based advancement system is something I've only encountered in a few other games - it's really inspired and I think you've managed to differentiate the factions enough to make it interesting and a worthwhile choice for players.
Combat seems pretty straightforward, but I really wish it wasn't at the end of the book, way after settlement, wilderness, dungeons, underworld and foes. While reading the weapons and armour section, I'd want to know how combat works so I can know what choices to make.
The general sandbox nature of the game is apparent and I'm surprised by how much useful tips and info you've managed to cram into a 49 page book.
This is a really charming game!
The dice step mechanic is really nice and gives a nice little bit of optimizing opportunity for those who like that kind of stuff (me, it's me). The vibe is also great - right amount of taking itself seriously and being silly.
The cultural aspect of the game is really cool, but I kinda wish it was a bit more closely entwined with the rest of the game. Right now it feels a little "background-y".
I promised to leave some thoughts on the game once I'd read through it:
In general, I love the concept! The art is great, but the layout could do with some work to really make it shine.
I'm usually more of a crunchy RPG player, so I'll approach it maybe from a more mechanical point of view. I'll go in order of what I had questions/ideas about:
I'm sorry if my questions/critisism sounds too harsh. You have a really cool system here in the making! It just feels like the math needs some tweaking and mechanics need clarification and expanding on.