.... and to ask questions of the GM about the situation that the GM must answer truthfully.
I don't see why, though to be fair I think we've established that you and I have quite different definitions of "fun" with regards to RPGs. Amongst other things, the actual rule (its current form) specifically does not require that the GM go into extensive (or even complete) detail, and while it requires the GM to be truthful, it specifically does not prohibit the GM from being cryptic, vague, or elusive. It's exactly the kind of truth that GMs have been using for decades. The key here is that the ability to ask those questions has been put squarely in the hands of players, representing character insights, investigative or knowledge-based skill use, and similar situations where the players would be asking the GM questions about the situation anyway. It's formalised as a function of the rules here, encouraging that more or less detail to be provided by GMs based on how successful a test was, etc.I think this is very, very dangerous to the fun quotient of a game.
I don't see why, though to be fair I think we've established that you and I have quite different definitions of "fun" with regards to RPGs.
Amongst other things, the actual rule (its current form) specifically does not require that the GM go into extensive (or even complete) detail, and while it requires the GM to be truthful, it specifically does not prohibit the GM from being cryptic, vague, or elusive.
Often, there is mystery in an adventure. The mystery, whatever it is, is learned at the climax of the scenario. It will be something perplexing the players. And, that's good. A GM wants players to be involved and perplexed.
But, if the players can just spend a point and learn the mystery, or get enough clues and context so that they figure it out early, then poof goes one of the main pushes for the adventure.
In addition, it's very meta-game, too. Why would the characters suddenly know this information when they didn't know it before--especially if no character has a skill (or high enough skill) to know the mystery.
...
That sounds like a player will spend a point--a precious resource--and get nothing for it, because the GM is so cryptic,what he says doesn't help and keeps the GM's mystery hidden.
Again, I don't think this is a good mechanic to have in a game. Not unless the GM is ready for it, as with a fortune teller, soothsayer, or oracle.
First step is the kickstarter, which is currently being planned and organised, and should begin end of this month/mid-December if everything goes smoothly. Another public release of the rules - likely a quickstart, similar to the one recently released for Infinity, is planned to be made available during the kickstarter.So what is the current schedule for this game to come out?
First step is the kickstarter, which is currently being planned and organised, and should begin end of this month/mid-December if everything goes smoothly. Another public release of the rules - likely a quickstart, similar to the one recently released for Infinity, is planned to be made available during the kickstarter.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.