Gentlegamer
Adventurer
Here are a few:
Character attributes based on a bell curve, each point of attribute at high ends add more than "one point" of benefit: benefits do not increase linearly as attribute scores increase
Class based system of recognizable archetypes, each character is a specialist emphasizing co-operative play within a party
Referee is final arbiter of all rules and is trusted to adjudicate "vague" rules and guidelines in an ad hoc manner -- not every situation must be spelled out in the rulebook
Fighting types significantly better in combat than non-fighting types (significantly superior combat tables or THAC0, use of arms and armor, hit points)
Non-tactical combat
Game-play modeled on heroic standards rather than superheroic standards
Binary abilities and magic enhancements rather than unending number of bonuses to die rolls
The truly fantastic is limited to extraplanar and weird (usually Underdark) races
Character attributes based on a bell curve, each point of attribute at high ends add more than "one point" of benefit: benefits do not increase linearly as attribute scores increase
Class based system of recognizable archetypes, each character is a specialist emphasizing co-operative play within a party
Referee is final arbiter of all rules and is trusted to adjudicate "vague" rules and guidelines in an ad hoc manner -- not every situation must be spelled out in the rulebook
Fighting types significantly better in combat than non-fighting types (significantly superior combat tables or THAC0, use of arms and armor, hit points)
Non-tactical combat
Game-play modeled on heroic standards rather than superheroic standards
Binary abilities and magic enhancements rather than unending number of bonuses to die rolls
The truly fantastic is limited to extraplanar and weird (usually Underdark) races