What's important about TRoS is the way two features combine with each other: really deadly combat, and motivation mechanics that give you huge bonuses when you're doing something you care about.
Your character has "Spiritual Attributes", which will be things like destiny and passions and loyalties. So Robin Hood might have "rob the rich to feed the poor", "hates Sheriff of Nottingham" etc. The combat is very deadly, so if you adopt a "fight everything to gain loot and XP" approach you will die quite soon. But if your Robin Hood PC sticks to fighting the Sheriff's lackeys, he can be super-heroic against them.
The way to succeed in TRoS is to invent a character whose spiritual attributes will come into play frequently (i.e. an interesting character) and to behave consistently with those spiritual attributes to consistently get your bonuses (i.e. to roleplay). It's a game where the most effective way to powergame is to invent an interesting, dramatic character and roleplay them to the hilt.
This does raise some group issues. The GM needs to run adventures the PCs actually care about, or they'll die without help from SAs. And the PCs really do need a reason to be together (i.e. some similar/compatible SAs), or the ones who have no reason to be there will get ganked. To play TRoS, you really need to involve the PCs in the story and the world. It's no good if you just want to kill orcs for loot on Thursday nights, but it's great if you want to create a rich story through play.