Here is a fine book.
This could be difficult to find, but it was a great way to jump into the Rolplaying game by playing an adventure game, meaning you don't have to create a character and learn all the rules to play straight away.
Let's see, if you read without having to memorize a single rule the 35 pages character creation part (you have to read it, but skip the part were you have to compose a character) you only have 15 pages of rules. That's all. A great commintment.
GMs section is also short, but he must read the whole book to get the feeling and all the aditional rules (nobody said that being the Master means an easy path).
This game book is powered by GURPS and works smoothly with all the rules that you can add from the big game. There is some differences, essentialy in the magic part, but anyone acoustom to the GURPS set of rules can easily play the game.
On the finishing line, I must say that this is an easy to jump book for any newbie, but it is a delicius book for any player because it is writen by Masters and Woodward, two great RPG names that write for the new player but adds information and flavour to the diehard gamers.
The book is rounded with a story by Michael Golden and a comic by Zach Howard (Mignola, Nitz and Reed are the scripters).