It may be the best time since the mid-1980s to start playing in the expansive style of the early tactical RPGs, and a new golden age for production and play.
That said, there are still barriers to entry. The range of rulesets, supplements and ideas emerging from the OSR and beyond can be overwhelming, and references to past work and debates on fine points can be confusing and may be discouraging potential players.
This post is an attempt to offer a simple starting point. Purists may dislike it, but it may help the interested potential player grasp the whole and grow the hobby. It's not a full system, more a distillation of themes and a generalisation for the early leaps. I'm using a similar approach with a drop-in campaign at a local game store and it's helping no end.
All we really need to know to get playing is how to create characters, how to explore, how to perform actions and how to resolve encounters, so that's what this will cover.