Very few times I feel obligued to write a review of a product in the DMs Guild. This is one of them.
This work is absolutelly excellent, and feels very natural and very, very playable. This isn't a work for your base D&D adventure with 6 battles per day: this reflect the path to adventure and destiny from the very bottom. And still, it has the greatness to use all the rules of D&D without failure.
The arcticle changes the scope of the game without going against it. Many times, D&D feels like an action game instead of an RPG. A goblin or an orc is a mere minion, a minor hindrance in a longer adventure. Here, an orc or a bandit is a frightening enemy, much stronger than you. You feel the fear because of a knife. A sword is a lethal weapon, and a club too. And you feel the greatness of defeating your first goblin, and the sorrow for the stabbed companion.
It is also very balanced for the scope taken. You feel real increments in abilities, and the näivety of commoners. You suddenly learn how to use a sword, or learn your first cantrip. You overthrow your weaknesses, and really learn how to manage yourself. I'm excited to play this. Is so full of opportunities that I cannot believe it. It is elegant, it is cunning, and it is needed. Less power fantasy, more learning curve.