There are many way to display a game such as this, however the method of deliver for everything from the rules to the actual suggestions for narrative are crucial.
A popular method of allowing small amounts of rules to be randomly given out is to print all of the rules or suggestions onto cards, these cards are then shuffled and dealt out randomly. This system has its benefits, it allows for a quick an easy method for giving out rules as they become relevant. Using this system also means that the player will constantly have a physical reminder of the rules they have access to. The only foreseeable issue with this system is that once a single player has a single card, no other player can really have that same card. This also means that players become tactful, knowing what cards the other players might have and acting accordingly. While this is not strictly a bad thing it does detract from the main aims of my game concept.
Another system that might be viable is the percentile dice roll. In this system the players would roll a selection of dice and compare the results to a table. The result on the table would then be explained in some way and the players would elaborate. This system has the benefit of being the same for every single player, allowing for multiples of a single result. It also will be easier for me to create tables of results for players to roll in and explain them once. However the rules will then be hidden away in a 'rulebook', something I want to avoid at all costs. I think that the main problem with this system will be that players will have to read all the rules. If the players have to sit down before a game and decipher the system I have failed.
My desire to create a game that incorporates the best parts of both casual and hard core role playing games has eliminated one of the choices for me. The concept of including a rule book in any real format is unacceptable for the type of game I am trying to create. I cannot imagine any one of my players having to trawl through a rulebook to find out how something works. I will attempt to remove this element as much as physically possible to make the game as accessible as possible, while at the same time attempting to maintain the desired level of depth and interest.
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