FireLance
Legend
After thinking about it for a good long time, I'm going to give this system a reluctant thumbs up. Reluctant because I've always worked with the model of the PCs as actors in a world previously detailed by the DM, and it's hard to give up a mindset and habits that are nearly twenty-five years old (yes, I've been gaming that long
).
However, I'm giving it the thumbs up for one specific reason. This interactivity - the ability of the PCs to find creative solutions to problems which may not have occured to the DM, and the ability of the DM to make changes to the game world on the fly in response to what the PCs do, or even depending on whether the PCs succeed or fail - is one thing that computers are not yet able to do, and it is thus going to be one critical factor in distinguishing a role-playing game with a human DM from one run by a computer.
As a DM, I could have always decided beforehand which specific skills would enable a PC to overcome a challenge if he successfully made a skill check (at DCs which could vary depending on the skill), or that if he managed to climb into a specific tower, he will encounter an NPC who will be able to help him. All the above system does is to encourage a shift in the time of making these decisions from before the game to during the game. It is a more freeform and interactive system, and in some ways, it may even be a better one.

However, I'm giving it the thumbs up for one specific reason. This interactivity - the ability of the PCs to find creative solutions to problems which may not have occured to the DM, and the ability of the DM to make changes to the game world on the fly in response to what the PCs do, or even depending on whether the PCs succeed or fail - is one thing that computers are not yet able to do, and it is thus going to be one critical factor in distinguishing a role-playing game with a human DM from one run by a computer.
As a DM, I could have always decided beforehand which specific skills would enable a PC to overcome a challenge if he successfully made a skill check (at DCs which could vary depending on the skill), or that if he managed to climb into a specific tower, he will encounter an NPC who will be able to help him. All the above system does is to encourage a shift in the time of making these decisions from before the game to during the game. It is a more freeform and interactive system, and in some ways, it may even be a better one.