Hey! Thank you for your feedback here and reddit. I agree with you that the system is better suited to a sandbox campaign than a one-shot.
I found myself more than once explaining that "burger" is in the medieval sense, and not in the modern capitalist sense. Maybe I should change it to urban?
About traps and such, just like in BX narrative and mechanical resolutions are not mutually exclusive. Any player can disarm a trap if they say the right things, but if you play the thief you may get a chance that the PC solves it for you in a cut-scene. Also, it only works if you find something mechanical to mess with, Open locks is not Disarm traps, it has to make sense.
On the other hand, procedures are a convenience tool, we use them when it is not possible or desirable to role-play. But if you and the table want to have a whole session on the settlement talking to faction members to solve a mistery, go with it, use the rolls as a guide.
Thank you for the insight with the Combat section, maybe the initial skills explanation of combat is not enough. The whole thing needs a proper lay-out designer.
Thank you!





