My sense of it, without having played a version of it in a while, is that John’s taken concepts from AW and tried to make a game as robust as Burning Wheel, complete with the subsystems and various state-tracking and resource types and so on. And that likely means there’s going to be a fair amount of learning curve. I mean, there was learning curve with AW too, but that was so long ago now that I tend to forget about it.