If the players are to engage with the World of the game without reference to the rules, then the first challenge is to decide how they will go about creating their characters.
In the classic game, and specifically in Old-School Essentials, the default expectation of the rules-as-written is that the players will refer to the book to make choices, roll the dice themselves, and have access to the rules throughout play. Our intent, in deciding to focus players on their roles within the World, is to break this tradition.
Given our previously established sketch of a small, isolated Dark Age village near to some forbidden place of imagined evil, I prefer to begin by inviting the players to describe, in plain language, who their adolescent characters might be. The conversation will generate questions about the World and suggestions from the players at the table.
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