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DON'T USE THIS SYSTEMThat’s right. You heard what I said. Don’t use it. If you are rolling dice in thecourse of the game you have done something wrong. Or at least that is how I seeit. But I admit that I am somewhat of a roleplaying purist. Telling a consensualstory with players sitting around the table, all inputting their parts of the narrativeis the most perfect game to me. It requires loads of imagination, insight, teamwork,a certain level of verbosity, sense of curiosity, and a hunger for knowledge—allattributes that are well suited to any aspect of life, not just the gaming table.Ok, now that we all feel good about ourselves, I will say it again: Don’t use thissystem. Dice and numbers just get in the way of good story. And that is what weare all after, deep down, isn’t it? A good story. We come to this game inspired bybrilliant narratives and we want to participate. We want our chance to act inthe story, to change things, to do it our way—we come to the game to get in onthe action. The system should be subordinate to that desire, kept in your pocketas a back-up to your own good story. It should support that story and help itmove along, not bog it down, and drag it in impossible circles. That is why youshouldn’t use this system, or any system for that matter.Let the story reign. My favorite nights around the table are the nights whenwe don’t roll any dice, the nights where all the hurdles are overcome with a littlediscussion, a little teamwork and a lot of roleplaying. Trust me, these nights arenot just “sit around the campfire and talk about our adventure” nights. I haverun whole rebellions without touching the dice. The inspiring words of acommander are far more important to the game and to the players than a roll ofthe dice.This system is the antithesis of that free form of storytelling. It is exacting,accurate and sometimes harsh. A well-placed roll of the dice will tell youunequivocally if you have succeeded or failed—if you survive or if you are destinedto bleed out your life staring at the twilit sky. This system will inject such a fiercedrama into the game that players might come to enjoy it. They might look forwardto rolling the dice—to seeing their ideas accurately represented in those littlecubes. And we wouldn’t want that! We wouldn’t want the system to activelysupport the characters and their development. We wouldn’t want all this to makesense, now, would we? So, like I said, don’t use this system.