
I don't want you to buy a game you're not interested in, so here's the design decisions and concepts. This game is heavily narrativist. That means the system is very simple without any real tactical complexity. It’s more focused on telling a cool story than on careful resource management. There's lots of ways for players to manipulate the dice rolls, and players almost always succeed. There are resources to manage and randomness from dice certainly plays a part (six siders, to be exact). No PC has infinite resources, but you can typically expect the players to succeed in any challenge without any tactical care or consideration.
Alique is intended to be generic, and so who you play and what they do depends on the setting you choose to use or create. It's also intended to be light, fast, and a breeze to get into and just start playing. As such, Alique leans heavily towards freeform cinematic action, and theater of the mind.
Alique can also work with any genre or style that the group wishes to embrace. Alique uses a pool of d6 to roll. Usually one, commonly two or three, but sometimes (rarely) 5 or more. Roll a die, take the highest, and compare the result to the table. If you don't like the result, spend a point from a character trait and roll again. High is good, low is bad, middling results, middling successes.

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