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From the introduction:

When you read a book, your imagination transports you to the long ago, the far away, the fantastic. You are there with the characters, listening and feeling with them, watching as the story unfolds.

Role play takes another step. You are still imagining goings on in a fantasy world, but not just as a passive observer: you are an active participant whose actions affect the twists and turns of the story. You aren't just pretending to be with the great explorer, the brave adventurer, the charming minstrel; you are pretending to be that character, and he does what you decide.

The essential premise is that you have a made up character, with his own personality, likes, dislikes, goals, dreams, skills, abilities, attributes, etc. You are playing that character: you are told what your character sees and hears, what happens around him, and you choose what he does.

Your character is in a party of other player characters; these are companions and fellow adventurers who are working together towards a common goal. There is also a game master, whose role is not so much like that of one character as of the author: to serve as a referee as to events in the external world, telling what happens, what non-player characters do, and so on. (When the party walks into a town and starts looking for a tavern, an inn, a supply shop, etc., I'm the one who tells if/when they find it, who they meet on the street, what the bartender/innkeeper/shopkeeper does, and so on and so forth.)

The character should be a person, an entity, within the game world: a member of one of the seven races (Nor'krin, Tuz, Urvanovestilli, Yedidia, Jec, Shal, Janra). (A part of the character design is that it be from within one of the peoples there: a Nor'krin archer would be far more appropriate than a New York City cop who happens to have the body of a Tuz. (That's a part of the fun of role play.)) He should also, as well as a race, have a role within the game: an adventuring related profession. (For example, archer.)

User summary:

The Minstrel's Song was promoted as a "Christian" RPG, designed to remove any content or concepts that might be morally repugnant to religious players. The rules as published envisioned primarily narrative and diceless play, though a mathematical "model" was provided for players that wanted to use numeric Attributes and dice.

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