When setting and system collide

I've been reading through a large, soon to be free/"pay what you want", fantasy RPG with an intention to review. There were a couple of rather cool setting choices that the author made that I felt did not fit with the system. The problem is that the system and setting have to mesh. The system must feel like the setting. It is not enough for them to be "just compatible".
The author said it was OK for me to put my thoughts here so that they can be discussed but I'll keep as much of the specifics obfuscated so that the mighty power of Google and 1KM1KT don't nail his game to the wall. He doesn't see these problems as problems, so we're not exactly seeing eye to eye on this. I'll try to be fair so that we can all learn!
The author explained that the setting had grown over time but the system that had grown with it was awful. It's been playtested for a couple of years. He also said that he's not 100% sure that the setting idea was entirely his own, he just can't remember inspiration sources.
The setting (rather cool idea)
Pretty much stock fantasy except:
1. Everyone, even peasants, can do very low level magic - lighting fires, drying clothes, holding up carts to repair wheels etc.
2. Lords and nobles are kept in check because lots of peasant magic joined together is very powerful (this I like lots).
3. At the most basic level you can only do one spell a day. You don't have to pre-learn, it can be off-the-cuff but only one chance.
The system
The whole system is Attribute + Skill + D6 vs target number. Magic is no different. I'm happy with that. Spells are cast by muttering a simple incantation.
The problem
The problem comes in with peasant stats. All the stats and skills for PCs begin at 1. All peasants have 1 for all attributes and 0 for all skills. The target number for mundane stuff is 7. So a peasant has to roll a 6 to do even mundane stuff. That's a 17% chance of success. Or, 83% of the time you fail. If you failed to light the fire 83% of the time, you'd get so good at lighting it with flint and tinder, you probably wouldn't bother using magic. It's not magic for the masses if you fail most of the time.
Fixing it?
There's a bunch of ways to fix it. Including: rebalancing peasant stats; allowing people to have a pool of spell points, which grows with age (old peasants set fires after a few tries). I am sure there are loads more. The author was reticent to fix the problem because he didn't think it was really an issue and the amount of work required editing what was quite a large rulebook (100+ pages).
Playtesting, trust and player groups
My player group are pretty forgiving. If we weren't playing RPGs, we'd be down the pub. Player groups at conventions are pretty forgiving too (in my limited UK experience). People just want to have fun! Asking a GM and player group to invest lots of time in a game is a big deal, one I take very seriously. The trust the player group has in your work is touching. Whe the player group discover the massive hole, it is jarring and breaks that trust. It also looks like the game has not been tested at all, which in this case certainly wasn't it. I imagine the author's player group didn't dig deep enough because that's not why they game together.
Would my group be any different? Would yours? I think there is a limit to the valuable feedback that your player group can give because of the bond of trust and friendship that has been forged over the years.
Solving these problems is hard
It is difficult to gauge whether a design decision will matter to a third party player group. Getting an opinion from a third party will help; a playtest is much better. If I could spot it during a read through, then a bunch of level one player characters will certainly spot it when they try and light a fire to keep the wolves away one night. It's polite to listen to the feedback but you don't always have to apply it.
The author said it was OK for me to put my thoughts here so that they can be discussed but I'll keep as much of the specifics obfuscated so that the mighty power of Google and 1KM1KT don't nail his game to the wall. He doesn't see these problems as problems, so we're not exactly seeing eye to eye on this. I'll try to be fair so that we can all learn!
The author explained that the setting had grown over time but the system that had grown with it was awful. It's been playtested for a couple of years. He also said that he's not 100% sure that the setting idea was entirely his own, he just can't remember inspiration sources.
The setting (rather cool idea)
Pretty much stock fantasy except:
1. Everyone, even peasants, can do very low level magic - lighting fires, drying clothes, holding up carts to repair wheels etc.
2. Lords and nobles are kept in check because lots of peasant magic joined together is very powerful (this I like lots).
3. At the most basic level you can only do one spell a day. You don't have to pre-learn, it can be off-the-cuff but only one chance.
The system
The whole system is Attribute + Skill + D6 vs target number. Magic is no different. I'm happy with that. Spells are cast by muttering a simple incantation.
The problem
The problem comes in with peasant stats. All the stats and skills for PCs begin at 1. All peasants have 1 for all attributes and 0 for all skills. The target number for mundane stuff is 7. So a peasant has to roll a 6 to do even mundane stuff. That's a 17% chance of success. Or, 83% of the time you fail. If you failed to light the fire 83% of the time, you'd get so good at lighting it with flint and tinder, you probably wouldn't bother using magic. It's not magic for the masses if you fail most of the time.
Fixing it?
There's a bunch of ways to fix it. Including: rebalancing peasant stats; allowing people to have a pool of spell points, which grows with age (old peasants set fires after a few tries). I am sure there are loads more. The author was reticent to fix the problem because he didn't think it was really an issue and the amount of work required editing what was quite a large rulebook (100+ pages).
Playtesting, trust and player groups
My player group are pretty forgiving. If we weren't playing RPGs, we'd be down the pub. Player groups at conventions are pretty forgiving too (in my limited UK experience). People just want to have fun! Asking a GM and player group to invest lots of time in a game is a big deal, one I take very seriously. The trust the player group has in your work is touching. Whe the player group discover the massive hole, it is jarring and breaks that trust. It also looks like the game has not been tested at all, which in this case certainly wasn't it. I imagine the author's player group didn't dig deep enough because that's not why they game together.
Would my group be any different? Would yours? I think there is a limit to the valuable feedback that your player group can give because of the bond of trust and friendship that has been forged over the years.
Solving these problems is hard
It is difficult to gauge whether a design decision will matter to a third party player group. Getting an opinion from a third party will help; a playtest is much better. If I could spot it during a read through, then a bunch of level one player characters will certainly spot it when they try and light a fire to keep the wolves away one night. It's polite to listen to the feedback but you don't always have to apply it.