It took a stance opposed to much of the role-playing games industry of the day, which at the time was concentrating on expanding into the children's games market. As a reaction against the use of heavily pre-plotted scenarios in many commercial game products Aslan promoted the concept of player-centred narrative.
Aslan opposed the trend of role-playing games focusing on children's games and instead advocated for player-driven narratives. This was a response to the common practice of using heavily pre-determined storylines in many commercially available games.