If you want the full free PDF of the book you can go to&nbsp; <a href="https://lowfantasygaming.com/" rel="nofollow">https://lowfantasygaming.com/</a> . This is just a short summary of the basics of Low Fantasy Gaming. I'll make sure everyone is caught up with the basics when we make your characters and I'll take it slow in the beginning. Low Fantasy Gaming or LFG is a d20 based game with very simple rules and an emphasis on GM rulings. Despite the simplicity, it's a perilous and gritty game where battles take their toll and the danger is real. LFG is made for short, episodic adventures in a mostly open world. There are a lot of opportunities for random encounters and side treks with a lot of space and tools for the GM to adapt to the players. The five classes &nbsp;are Barbarian, Bard, Fighter, Rogue and Magic User. (Aside from those there are also Artificer(non-magical), Cultist, Monk and Ranger.) All classes have their strengths and weaknesses, having one primary attribute they're the best at, but no class is locked in a set role. All classes give the player a lot of space to play in and the opportunity to tailor their character to play the way they like. While DnD 5e, for example, gives the player a pretty strict set of skills and equipment LFG asks the player to build their own character how they want them. Many classes have access to all or almost all weapons, armours and skills. The attributes of a character &nbsp;are Strength, Dexterity, Constitution, Intelligence, and the usual "Wisdom" has been replaced with Willpower and Perception. When you roll the dice in LFG you want to toll equal to or below your attribute score. The higher your attribute, the easier it is to succeed. On top of these attributes, you have an eight special attribute: luck. For all your saving throws you use luck, modified by whatever attribute applies to that save. Be careful though... The more you rely on it you'll find your luck runs out... Combat&nbsp; is similarly simple but also very creative. Each round of combat is started by all participants rolling initiative to figure out the turn order. Then each participant gets one move action and one action. For more creative and improvised battles there is a special action called Exploits that let the players combine attacks with fun tactics or rescue actions where they are allowed to do anything they can convince the GM to allow them to try! A few specific actions can be triggered during another person's turn or made by the entire party as a whole. I've already made a cheat sheet that the players will have access to in Roll20 where all their available actions are listed. Injuries and deaths &nbsp;are an integral part of LFG. Your actions have real consequences for your character and party members. LFG has a system where lingering wounds and injuries cause in-game problems. Any use of magic can produce similarly terrible consequences and is not to be trifled with. Playing as a Magic User that relies heavily on spells or a Barbarian that takes a lot of damage comes with a real risk to that character. Unlike DnD 5e a character that is reduced to 0 hitpoints falls unconscious and can not participate for the entire rest of the battle. If the party chooses to flee they will have to grab and drag that unconscious character with them or risk literally leaving them to die. Overall the rules of LFG are not written in stone and are highly malleable by the GM. What the GM and party want for their game always wins over the rules in the end.