I'm amazed at the sheer quantity of role-playing products that assume their reader is an utter beginner. It's almost a stance we've inherited from the early years: writing and designing products as if our audience had bought this one and only booklet in the course of the past 37 years. This is especially absurd when it comes to old-school products one finds only on very specialized POD and PDF platforms. What actually happens follows as such:
1. Your audience already owns a lot of games. And they've played quite a few of them.
2. Your audience won't play your product by the book.
3. Your audience itself designs adventures, settings and systems. Maybe most won't edit nor publish them, but it's still an essential part of the game on the DM's side.
As I'm in the course of designing a fully-fleshed version of Rudingoz, a whole urban campaign in random tables, I've decided to take the fact into account: my audience is clever. They read a lot, they probably own the same games as me and they know how to find all the materials they need to run their game.
With these ideas in mind, I didn't go into a lot of explanations but I've scattered inspirational sparks everywhere instead: in the art, which doesn't really match the text — more on this later —, in the tables themselves, in the adventure bits, in the mapping or even in the stats. Sometimes I go like: "if you need to create a NPC on the fly, just use what you already have : your Master Guide, the Classic Dungeon Designer's Old School Encounters Reference, the Vornheim City Kit, whatever you like" and I feel it's okay to say so. This has all been covered somewhere in a book or another, and I know that you, my audience, own those bloody books and already play with a style of your own.
Who am I to tell you how to play? And given you've got all this, can't I provide you with something that will take this all to the next level? What if I build my design on top of all the wonders others have done? I know you'll want to hack it anyway, and am happy to help you to do so.