the game is basically going for that old school approach of danger, excitement and exploration while also trying to focus on spurring people to roleplay out their unique characters. it's very similar to 1E in spirit, but characters can do some pretty amazing things by spending energy points (similar to 4E powers i guess, but not anywhere near as cumbersome and with no bookkeeping). most attributes between 3-18 have descriptor words like FEEBLE, DIM-WITTED, MIGHTY, NIMBLE, etc to give players a better idea as to what their character is like. the alignment system is also interesting...basically, everyone has 3 alignment traits (good, neutral, and evil) that are randomly generated or chosen. the idea is that EVERYONE has good, evil and neutral traits in their personality. the DOMINANT trait depends on whether you are actually good, neutral, or evil. so, you could have a courteous, alcoholic, backstabbing cleric...which trait was dominant would depend on what alignment you are. whenever you roleplay your character in a particularly interesting or innovative way the GM can award you energy points that you can spend in combat or noncombat situations...but you have to describe it to the GM and it has to be feasible. like, if you wanted to pin a foe to the wall, you could spend points to do so after you hit - but if you're using a dagger and the walls are made out of stone the GM could tell you that it would be impossible to pin him to the wall. there are great little tables and charts in the book as well - things dwarves carry on their person, odd halfling beliefs, etc.