This quote is amusing:
A skilled MC and a table of dedicated players can spend entire sessions of TSF without rolling a single die, yet explore dark, dangerous, and exotic lands, as well as underground caverns and dungeon complexes that offer both excitement and tension.
Yes, that game is called Make-Believe I think. If I'm going over a friend's house to play Make-Believe, kind takes the wind out of spending $9.99 since I already know the rules.
A skilled MC and a table of dedicated players can spend entire sessions of TSF without rolling a single die, yet explore dark, dangerous, and exotic lands, as well as underground caverns and dungeon complexes that offer both excitement and tension.
Yes, that game is called Make-Believe I think. If I'm going over a friend's house to play Make-Believe, kind takes the wind out of spending $9.99 since I already know the rules.

with black-and-white artwork. But it has a certain retro-AD&D Dungeon Masters Guide-vibe in its handling of the presentation of the material, which makes it pretty nifty if that was the goal of the publisher. The writing style is decent enough, but sometimes waxes a little extravagant in its attempt to win the reader over to the author’s viewpoint on what is, and what is not, an acceptable Fantasy Role-playing play-style.
Warrior, and Wizard to pair up with the Dwarf, Elf, Halfling, and Human racial types. There are six character stats (Strength, Intellect, Wisdom, Agility, Health, and Presence) which are generated by rolling 3d6. Non-human races have infravision, and have abilities like finding shifting walls and sloping passages underground (dwarves), or detecting secret doors 2 in 6 times (elves). There are only 10 levels in the game, and each level for each class has their own special title, such as Mercenary (Warrior) or Occultist (Wizard). All of which feels eerily like a rehash of original AD&D, but there are some subtle differences in the system which make it quite different than E. Gary Gygax’s first version of a fantasy role-playing game.