Absolute authority of the DM, rules lawyers given the boot Rule books seldom used by a competent DM Action and adventure in play Swords & sorcery, not comic book superhero genre material Group co-operation paramount for success Freedom to extemporize and innovate for all participants Reliance on architypical models for characters Fellowship of those participatingI do my best to stick to this and adhere to a high degree of realism. This can be tricky as it's important to have FUN. Fantasy role playing games based in realism are fun for me since they force a certain level of thinking and imagination. I do my best to balance this as my players and I move through the narrative. If it were completely realistic everyone would die from infection after any sort of wound since hygiene thousands of years ago was pathetic, but that would not be fun for a fantasy game. This being said i will shamelessly quote Gary one last time since he had a lot to say about the topic of fun. It's not about 'winning' in OSR fantasy tabletop games:
“Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game.”I hope the additional rules in this guide enhance your fun. If you are a player I suggest you bypass this guide altogether to allow your game master a chance to throw some of this stuff at you in real time!