Listen, maybe these percentages are completely off, right?
This is a game with no rules. Well, at least I haven't seen any...
1. Roleplaying is the most important thing. You need to try to create a character who isn't too contradictory.
2. Don't contradict the GM and introduce elements into their world that are impossible for one reason or another.
That's just off the top of my head; in reality, it's more nuanced, and there are more rules. What's missing from the experience is a win/loss condition, unless such conditions are somehow incorporated into your roleplaying. That is, the game takes place for the sake of the process, not for the sake of winning. Which is, in general, a normal incentive.
I already mentioned point three, and as for point two... Well, you can play however you want, like Warrior777 ))) In general, why not? It's all a matter of personal preference. But since the idea of the expeditions is in the roleplaying, for me personally, all sorts of texts are very important.