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Describing the Integrated Action Engine

Here I provide some insight into the action engine that allows us to depart from the artificial turn sequence, born from wargames, that has embedded itself into RPG design. Our approach creates a faster, more natural, and more visceral experience. It allows for many types of action sequence not possible, or more correctly, not enjoyable in other systems. Please let me know about the backdrop. I'm trying to figure out the best angle to shoot these videos from. This was just done as a quick "single take" with little or no preparation. The camera shut off just before I did the wrap-up flourish, but I'd already made my points and was just rambling.


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