- An open sandbox of both wilderness and dungeon settings. No referee-engineered rails that the PCs would be compelled to follow. The emphasis was on exploration, not plotlines.
- A large group of players whose characters would mingle in numerous configurations instead of a single, set, and small adventuring company.
- Dungeons and other settings that were not meant to be "cleared" in a go and never visited again, but rather to be explored in many ongoing expeditions over time and to have mysteries that might take numerous expeditions (and a lot of leveling up) to crack.
- A dangerous world that would require the PCs to work together just to survive, let alone prosper.
- No town adventures; the town was a safe place to plan the next adventure "out there," not a source of adventure.
- The city is a place to spend money, not to earn it.
Combined with an option to gain xp for spending gp rather than simply finding gp, this should serve to keep the characters lean, hungry and eager to set back out on each new expedition without the referee having to be overly stingy about handing out treasure in the first place.