Quite coincidentally, on the near-eve of my release of Omnia, an article appeared from Revenant's Quill entitled "Brutalist Adventure Game Design." I say coincidentally because my design philosophy for Omnia has been guided by every single principle of this manifesto without any thought of the Brutalist movement. There are a few other design principles I have kept in mind as well (many of which are shared with those of Fudge), but those described in the aforementioned article are core. I mention this here because I am comforted by the fact that I am not alone in my design goals and gaming preferences.
All for All.