So, Here's The Gist
Everybody has skills, HP, Mana, and three stats to display what they're good at. Might for being strong, Skill for being good, and Magic for being nothing without your Skills. Your HP runs out, you die, your Mana runs out, you can't use magic or some skills. Use your skills to defeat your enemies. Sometimes your enemies will be dudes with knives, and sometimes your enemies will be a river you need to cross, meaning that some enemies can be stabbed, and others have to be thought about, but a lot of problems can be solved with rope.
Turns happen when things get serious or when lots of people do lots of things at once. Everybody who doesn't want to hurt each other all go on the same turn, taking any fractions of their actions in any order. On your turn you have one of each of your aptly named actions, Primary, Defensive, Move, Bonus, and Extra. There's also Reactions. Below is info in the format of "Action: What its mostly for."
Primary: Stabbing, casting spells.
Defensive: Skills mostly. If you don't use it, it becomes a Reaction until the start of your next turn.
Move: Walking, Leaping, Swimming, Flying, etc.
Bonus: Skills, mostly, but also as another Extra Action if you need a second one.
Extra Action: Opening a door, harmlessly throwing something, equipping your stabbing utensil, etc.
Reaction: Blocking, Dodging, or Parrying, mostly. See the Core Rules Page, section 3.4 Innate Actions. You dont have any Reactions as a Level 1 unless you didn't use your Defensive Action.
Any Action: isn't actually an action type, it just means any action.
If you don't know what to do, ask your Host questions, like "Hey can I climb that tree?" or "What happens if I throw my sword?" or "Can... Can I pet the frog?" If they say "I guess you could, but I don't see why you would" its a sign of fear, press your advantage and secure your victory. When Turns happen, sometimes called Combat or an Encounter, the players go first, unless they got surprised or jumped, then whoever acts first goes first, and if a squabble comes of it be sure to remember Rule 0 (on the Hosting page), because if there's no squabble solving rule, then that's the rule to use. Players, try not to squabble if you can help yourself.
Host, if you don't know what something does either look up the rule or make something up, you'll learn the system gradually by looking up rules as you play, but it'll be a boring 'game' if you look up a new rule every 10 seconds.
Turns happen when things get serious or when lots of people do lots of things at once. Everybody who doesn't want to hurt each other all go on the same turn, taking any fractions of their actions in any order. On your turn you have one of each of your aptly named actions, Primary, Defensive, Move, Bonus, and Extra. There's also Reactions. Below is info in the format of "Action: What its mostly for."
Primary: Stabbing, casting spells.
Defensive: Skills mostly. If you don't use it, it becomes a Reaction until the start of your next turn.
Move: Walking, Leaping, Swimming, Flying, etc.
Bonus: Skills, mostly, but also as another Extra Action if you need a second one.
Extra Action: Opening a door, harmlessly throwing something, equipping your stabbing utensil, etc.
Reaction: Blocking, Dodging, or Parrying, mostly. See the Core Rules Page, section 3.4 Innate Actions. You dont have any Reactions as a Level 1 unless you didn't use your Defensive Action.
Any Action: isn't actually an action type, it just means any action.
If you don't know what to do, ask your Host questions, like "Hey can I climb that tree?" or "What happens if I throw my sword?" or "Can... Can I pet the frog?" If they say "I guess you could, but I don't see why you would" its a sign of fear, press your advantage and secure your victory. When Turns happen, sometimes called Combat or an Encounter, the players go first, unless they got surprised or jumped, then whoever acts first goes first, and if a squabble comes of it be sure to remember Rule 0 (on the Hosting page), because if there's no squabble solving rule, then that's the rule to use. Players, try not to squabble if you can help yourself.
Host, if you don't know what something does either look up the rule or make something up, you'll learn the system gradually by looking up rules as you play, but it'll be a boring 'game' if you look up a new rule every 10 seconds.