From the introduction:
In many ways, Home Sweet Home is a traditional role-playing game. It employs a [Game Master] and players. It uses an interesting and relatively unusual resolution system—but not a unique one. In actual play, it will occasionally look and feel quite similar to a session of Dungeons & Dragons. With one key exception. The game focuses on the importance of faith. In most role-playing games, character “death” is literal, where the character is retired because he is, say, slain in a battle with a great beast. In Home Sweet Home, a character is retired when—and only when—he loses his faith. Characters don’t have hit points or some analog; they have a measure of faith that can rise or deplete as circumstances dictate. This subtle distinction can have a profound impact on play. Things that cause great concern in most role-playing games might become trivial. Conversely, a simple off-hand comment might have grave implications. By shifting the focus of character survival from the physical to the spiritual, a unique game experience results. Interestingly, this phenomenon is highlighted by the otherwise similar structure of play. The dissonance highlights the distinction.
This exceptional game presents a well-developed and internally consistent setting that supports the game focus on the characters' internal belief system. Character Attributes - Scripture, Creed, etc. - focus on character belief. Opposed action resolution uses opposed (small) dice pools with the highest non-tie result determining the winner. Each player should have one distinctive die (which plays a special role).