- Exploring a fantasy world and making decisions as if you were in that fantasy world is the essence of the game. Rule Zero, if you will.
- Players do not need to think about any other rules in order to play the game. Rules that interfere with Rule Zero keep you from playing the damned game and should be discarded.
- The bulk of the rules are really there for the GM, either as a framework for deciding what happens in the fantasy world or as an aid to fill in details of the fantasy world. These can come and go as needed, and should be ignored by players.
For each ability, let players choose whether to roll 3d6 or just pick any number they want, within range. . . The catch is that those who pick scores have to roll 3d6, add the highest ability score to the total, and take the result indicated on a background event table. If the character has three or four scores above 13, roll twice. If the character has five or six scores above 13, roll three times.I might want to redo the the random table at some point, but I’m also thinking of simplifying the process. Maybe roll once, 4d6 + 1d6 per score above 12, but players can opt to split the dice into two or three rolls on the table. So, a player who picks all 18s would have to either roll 10d6 once, or 5d6 twice, or roll 3d6, 3d6, and 4d6 for a total of three rolls. Lower is better, so a roll of 60 would be really bad.