Reading rules isn't the problem, retention is. I have the same problem with D&D. I'll remember bits and pieces, something vague but it isn't until I play it that I start to really settle into it. So I probably will take advantage of the 'ask for help' option when it's an issue. :)
Actually, it's quite simple for anyone who managed to grasp D&D
. Check the part with the Success table, that's almost all that you need to retain! Well, that, and your character sheet, but you can check that one
.Whatever action you are doing, you roll on the Success table!
That's it, the rest is describing what your character is doing, which I tend to call "roleplaying"
As a bonus, once we tell you the penalty, you would even know if you succeeded or failed without the need for a GM's intervention. I will discuss with MP whether to allow the players to describe their own successes and failures.
(Of course, the harder the action you described, the greater the penalty would be. Usually, it's some defensive skill of the character that opposes you. A good, unexpected idea might well make the penalty lighter, though, at GM's discretion, so don't be afraid to swing from chandeliers!)
I'm always shopping around for systems. I'd probably run tabletop games more if I didn't have this problem with retaining the rules in my skull and not having to look them up all the time. Leo's one of my mentor's too so I can pester him after he's read it all *snirckles*
Talislanta has one of the systems that you can fit on less than one page. Well, you might need a few more pages for magical schools, but still, all my system reference materials are taking less than 10 pages
By the way, what kind of character would you like to play?
I guess you still have to read the setting, and it's a setting that really allows you to run wild. My point is, use the setting material as inspiration, don't allow it to restrict you!
If you happen to want something that's not mentioned in the setting, ask us, and we'll try to fit it somewhere, somehow