Key Differences from AD&D (1st Edition)
Obligation Instead of Alignment
Alignment is gone. What replaces it is obligation — oaths, relationships, and commitments your character has made and is known to have made.
These are not personality descriptors. They constrain what you can reasonably do and create consequences when you act against them or uphold them under pressure.
Character Roles
The familiar class categories are still a useful frame of reference, but they are not fixed definitions. What a character is emerges from what they do, who they serve, and what they become known for.
Martial Roles — "Fighters"
Effectiveness in combat is expected. What also matters is who you fight for, under what terms, and what obligations come with that service.
Covert and Specialist Roles — "Thieves"
These characters are defined by access and positioning rather than a fixed ability list. Stealth, information, timing, and knowing when not to act are as important as what you can do when you do act.
Resolution and Adjudication
Not everything goes to dice. Many outcomes are adjudicated from context — intent, plausibility, and what makes sense given the situation.
Consequence and Continuity
Outcomes persist. The world changes in response to what characters do, and those changes carry forward into subsequent situations.
Character Development
Advancement is not primarily about unlocking abilities. Characters develop through what they do repeatedly, what they are known for, and what they are bound to.
Magic and Capability
Magic is present and sometimes powerful, but its use is not routine. Cost, risk, and limitation apply even to successful workings.