We open the book with a discussion of the nuts and bolts of the game system, defining all of the mechanics put in place to govern the characters’ activities and the consequences of their actions so we can then discuss the ways in which they are applied during play. This is followed by a discussion of the process of roleplay (especially for all our new-comers), as well as a few of the steps involved in developing the personas or personalities of both PC and NPC in the context of the game and especially some details and background on the conditions in a medieval-style fantasy environment or gameworld for roleplay (for the veterans, as well). These are the basics which support the flow of play from moment to moment, governing the character’s actions and by which the consequences of their actions are reflected, the real brass tacks for day-to-day play.
For them to work together, the players and GM must have some common ground and be speaking the same language, using the same terminology and vocabulary in describing the characters. For the characters to all be treated equally under the rules, both PC and NPC alike, their abilities and capabilities must be defined using the same scale and set of terms. Standard “game conventions” are what make these things possible. These include the attributes by which the players’ characters and the beasts and “monsters” are all defined and the trades and skills that define the knowledge and capabilities of all humanoids, the Skill Levels used to track and measure that knowledge and the ease they may enjoy in employing those trades and skills. After these, the main protocol for task resolution designed to support the daily events of the game is presented and explained, followed by the procedure and processes for tactical conflicts which makes the greatest use of task resolution. This is followed by the rules for character creation.