Originally I had the rules body of this game in two outer core parts – Character and Action. However it became obvious this was not the right way to deliver the rules to players and game masters, even though it was analytically neat.
On Aptitude is now about character aptitude and character development, along with with those parts of the action cases that support or flow from the character structures. That means taking the initial materials and chopping them about a lot.
At the same time The Book of Struggles is gathering to it the core part of Actions about conflicts. Having now become a focus its getting easier to expand the cases in a nice, fluid, easy to remember way.
All Us Gamers relies on player knowledge about how things are in reality. The structures let players interpret between their understanding of the situation the characters are experiencing through action resolution and back again. This means much can be implied and players don’t have to learn lots of new rules about things they already mostly understand anyway. The rules can be holistic. (You might want to read Dissociated Mechanics – A Brief Primer.)
However, some ordinary but complex things its helpful to have guidance on, and in the book of struggles I’m shifting in the structure for damage to machines, and repair, and extending from that to injury to people, natural healing and medical treatment. These rules need more play testing but they are managed, again, by general method. Things have a worsening condition. At crucial moments saves are made or they get worse, leading to eventual break down or death. In the case of living things saves can also lead to improvement even without intervention.
Settings are the places where rules and game structures will be found for fictional things like magic, faster than light space travel and time portals, because these are things that don’t have real world obviousness to them, all though they have bodies of work and traditions that need to be considered.
In every case for an extended rule, its anticipated that players will want to apply them in detail to their characters and character actions. The game master is more likely to use all these more sparingly for game master characters, instead opting for the inner core generalisations much of the time. This should make the game both enjoyable, fast paced, and low prep.