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He sees this problem as built around a misdefinition of knowledge- that is, knowledge as grasping the 'nature' of an external internally. Dewey replies, it can't be done. Knowledge, instead of drawing a hard line between the knower and the known, is experimental. When we know things, we do not know them in themselves. Rather we know our interaction with them. I can not grasp a tables nature; only traits revealed when I knock on it, set things on it, and perform other 'experiments.' Knowledge both in itself (Plato) and as gained only through passive empiricism (Locke, Hume) is a myth. While 'objectivists' might condemn this as denying the possibility of knowledge all-together, Dewey urges us against that interpretation. The objective world still exists under Dewey's remonstration. Instead of intrinsic knowledge (under Dewey, a paradox) we can only grasp it extrinsically.
This leads Dewey to theories of action. Action and knowledge (if I may paraphrase) are a loop with no clear division. We act (rather interact) with reality to gain new knowledge and control of it. Similarly, knowledge has no purpose but as a tool to further interaction with reality. Even the most abstract knowledge must serve as a symbol for some action in the 'external' world. Conversely, every action is an attempt to gain some knowledge of or control over the external world.
The reason for the subtracted star is that Dewey..let me see if I can put this nicely...is a horrible writer. When I say horrible, this is really dry. Couple that with ultra-abstract discussion and you'll be rereading sentences on an average of 2 per page. Trust me though, it is really worth it. Dewey, even if he doesn't change the way you look at epistemology, will give you ideas to challenge yourself with!
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Through a point-based system, players can now choose the Talents, Special Skills, Abilities and Flaws they want, rather than being completely random as is standard in the regular rules.
The book provides a greater breadth of options, and that's a good thing, because when your players can create a character much closer to what they envision, that improves the game for all.
Note: some of the talents vs. flaws may feel a bit unbalanced to some, so GM's should carefully consider the impact it will have on their games. But you can always disallow anything you feel is out of hand.
Overall, this is a great choice if you favor design of your heroes over pure, random design (although the Talents and Flaws all have random charts available should you choose to go that route.)