How to Play
Get in contact with DM
The DM needs to have full understanding of the game as well as have read the history behind the game to fully immerse players. A good DM will be someone that can keep players engaged, work within the rules given in the game, and is able to consistently show up to provide advise.
Make a character
Tutorial for the DM to use. Users must complete the tutorial to continue the game further. (For DMs, tutorial is found on the Quests page.
For each part of a road of a map has dots along the road. All roads have these dots. Within each dot will have a potential encounter which the DM will generate for you. Sometimes nothing happens, but sometimes you do find something, or end up in combat, or find treasure, or a potential dungeon. The DM helper can help the DM come up with potential encounters in each node which handles probable rolls from good to bad things that happen to adventurers.
Skills are some of the only things that do not have variants, with exception of flight, almost anything is possible with magus. It simply is something that you can perform outside of combat and only outside of combat. Skills can include an ability to find treasure, or being better at merchantile, or successfully sneak with a reroll. Examples of skills include, but certainly not limited, and is subject to the imagination of players. Of course, having skills that are too powerful would not be advised, as it can ruin the fun of the game to begin with. Having a skill that is allows for interesting roleplay, or success in an action, in combination of potentially bad actions makes the game more interesting.
Examples of some skills players have come up with:
Persuasion (persuade a person to see your side, once per encounter with npc on a particular topic, cannot be used to reduce prices)
Stealth (become stealthy and avoid being seen. if in plain sight where someone would normally see you, 1/2ch. to be seen, and if successful, avoid being seen)
Intimidation (intimidate NPC into fearing your presence. 1/2ch per encounter, if successful, they will fear/listen, but if not, they will be unimpressed and have a poor disposition)
Gemfinder (once per node, look around in rocks and hit the rock breaking it, find a rough gem)
Befriend Beast (find nearby nut, 1/2ch. try to befriend beast smaller than 3ft by 3ft. Feed nut to beast. Beast will distract 1 foe for next turn in combat and then run away)
Preemptive stance (prior to combat, prepare for battle by having a defensive stance, +7 phys. defense on next hit)
Envirunmentus Magikus (Create a small bubble around self that is a comfortable temperature and be able to sleep in it with good comfort.)
Attack skills are skills that can only be performed inside of combat. From Base spells to more creative attack skills made by players such as Light Bearer (40m)(Place light circle 10x10 in size that lasts 1 turn rotation (when player gets to go again), if player stands in circle, gets healed 20h when they step on it) are examples of attack skills. More is written about attack skills in the combat guide and what limitations are placed upon the attack skill. But imagination is key, and creation of the attack skill is what defines your character.
Each node requires the ability to eat and drink. To not do so causes penalties such as hunger and debuffs when they are not eating and drinking, and given enough time, will end up dying. It is up to the DM to approximately when these happens, but usually I start giving penalties after 1 node, and then increase the penalty as the nodes continue. Players need to be aware that physical well being is necessary, from being able to sleep to being able to eat and drink in peace. It is possible to forage for items, to which a dice roll is appropriate, but generally requires a skill to perform.
Most items consist of a value in money, or weapons and armor. Sometimes items will have special properties, or skills that specifically do things with the item, such as polishing a gem to make it more valuable. It could also just be sellable items that are generated but are junk. Eventually players will notice commonality of items dropped by the DM, and will sometimes utilize skills to take advantage of the item and craft it into something. You also have a bag which means you can only carry so much at once, and is determined by variants to how much of the bag space it takes up.
Encounters are generated by the DM and with usage of the DM helper. The DM can come up with their own encounter if they wish. Dice rolls are also quite commonly used to determine whether or not it is a good or a bad encounter, which is already defined in the DM helper. Though if you wish to spice things up, the DM using their imagination is key. During every node, and when inside towns, every moment that you move along is a potential spot for an encounter of some kind, be it battle, benign, funny, annoying, or not.
Quests can be as simple as a fetch quest, and others can be more complex, such as diplomacy or investigation. It is up to the DM to come up with a decent quest, but it is also important to not railroad players in the creation of a quest. Quests can stay on track provided that the players are lightly nudged in the direction, but never force it. If they decide to move off of the quest, fair enough, give them a simpler quest that is less involved, such as a fetch quest or maybe a short quest on negotiation.
Variants are the very rigid set of rules that imply what can and cannot be done in terms of sheer numbers. Attack skill damage, maximum amount of allowed attack skills, item costs, cost of abilities, cost of miscellaneous items, bags sizes and costs, power of items, size of items, caravan properties, drop sizes in terms of monetary gain, attack skill prices, attack skills that buff, base damage, and how time works are the limitations presented in any campaign to maintain balance of the game.
This list is by no means exhaustive, and the best way to really learn how to play is to get your friends and simply play with a verified DM who knows the ins and outs of the game. The world is a fascinating place, and the adventures are both harrowing, hilarious, exciting, and suspenseful, and nothing is more satisfying than seeing your character grow over time as you adventure in the Land of Niseb.