Designer's description from the RPG's website:
For our hobby, I have decided to compile the most common fantasy elements that gamers have come to expect into a single gaming engine, plus a lot of new ones never-before seen. The greater goal of 100% Fantasy has been to make it possible for non-RPGers to understand how to role-play while appeasing the hard-core crowd that needs depth in the system. A secondary goal was to compartmentalize a gaming engine to be used as a toolset in any fantasy world, adventure or campaign. This is why you will now be put in the role of Game Designer, not Game Master when you host a 100% Fantasy game. At heart, modern gamers understand we are Game Designers by nature and have great ideas that we want others to experience.
After designing and writing a over a dozen role-playing games since 1985, I am continuously learning what makes a solid system and what is overly complex, problematic to understand and cumbersome to use during adventure sessions. Now with 25 years of writing and gaming experience behind me, I have come to the conclusion that gamers wish to play from a rulebook that is easily adaptable to their campaign adventures and innovative in concept to build memorable games for years to come. Moreover, gamers want a core toolbox that can be used and expanded to fit their gaming needs.
This core philosophy changed my outlook when designing 100% Fantasy. My viewpoint has also changed when looking at turn-based, game engines. I have thrown out the ideas of traditional, snail-paced combat and created a few new concepts to help streamline the RPG experience. By providing a guideline of rules, resources and the elements desired by fantasy-setting enthusiasts, I hope this game brings you additional enhancements to fit into your vision of the adventures you seek. And did I mention it is free? No hooks or catches--it is our hobby. We deserve it.