Rating: [ 6.42 / 10.00 ]
Game Info
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Game Summary | [ Edit Main Info ] |
Gamemasters' Campaign And Adventure Guide for The Fantasy Trip, published by Metagaming Concepts.
The Fantasy Trip (TFT) was Steve Jackson's first RPG design (based on the microgames Melee, and Wizard) the core rules consisted of three books, In The Labyrinth, Advanced Wizard, and Advanced Melee.
TFT is a fairly rules light game, with a very simple and fairly well balanced ruleset, using a d6 based roll under attribute mechanic.
There are only three attributes, ST, Dex, and IQ.
ST determines how large a weapon one can wield (damage), and how much damage one can take (hit points), as well as carry capacity and fatigue, spells are powered by the casters hit points.
DX determines how often one hits (3d6 below dex to hit), agility based saves, and many skill rolls, as well as order of attack
IQ limits talent and spell availability, and governs perceptions checks and will or intellect saves.
Generally starting characters have 32 total attribute points, distributed (within certain limits) as the player sees fit, characters are rounded out by choosing talents (for heros) and spells (for wizards). Character designis simple and allows for a fairly high degree of customization.
The sparse, elegant simplicity of the game, which makes it easy to learn and play, and encourages variety and balance among starting PCs, is also it’s major weakness, as long time characters tend to have high attributes in all three stats, reducing the variety among the characters as they progress.
The Fantasy Trip (TFT) was Steve Jackson's first RPG design (based on the microgames Melee, and Wizard) the core rules consisted of three books, In The Labyrinth, Advanced Wizard, and Advanced Melee.
TFT is a fairly rules light game, with a very simple and fairly well balanced ruleset, using a d6 based roll under attribute mechanic.
There are only three attributes, ST, Dex, and IQ.
ST determines how large a weapon one can wield (damage), and how much damage one can take (hit points), as well as carry capacity and fatigue, spells are powered by the casters hit points.
DX determines how often one hits (3d6 below dex to hit), agility based saves, and many skill rolls, as well as order of attack
IQ limits talent and spell availability, and governs perceptions checks and will or intellect saves.
Generally starting characters have 32 total attribute points, distributed (within certain limits) as the player sees fit, characters are rounded out by choosing talents (for heros) and spells (for wizards). Character designis simple and allows for a fairly high degree of customization.
The sparse, elegant simplicity of the game, which makes it easy to learn and play, and encourages variety and balance among starting PCs, is also it’s major weakness, as long time characters tend to have high attributes in all three stats, reducing the variety among the characters as they progress.
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Notes on This Edition
There is an earlier printing with no stock number, and different color text on cover. No other differences between printings.Game Editions | [ Edit Edition ] |
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| Game Master | Rules Q&A | The Space Gamer #33 |
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