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Comped Playtest Review Robert Lionheart March 24, 2006 (Average) A great buy for fans of Old School FauxTolkien RPGs with deeply supported settings! Over 25 supplements ready for you to enjoy! Robert Lionheart has written 5 reviews, with average style of 2.80 and average substance of 4.60. The reviewer's previous review was of Tunnels & Trolls 5.5 Edition. This review has been read 4548 times. |
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by frost.
From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be the blade that was broken:
The crownless again shall be king.
Lord of the Rings, JRR Tolkien
Let me begin with a full disclosure of any bias:
(a) I do not enjoy 3.5 D&D and I prefer “old school” games;
(b) I think Castles & Crusades is a wonderful game;
(c) New Dimension Games sent me a free copy of Fantasia, an adventure called “Curse of the Iron Sword” and their Pirates RPG which will all be reviewed in due time.
(d) I told them that if I could not give their games a good review, I would send them back. If I spend my time writing a review, it better be something worth sharing with the gaming community.
GM: “Four Orcs – monstrous beastmen, mockeries of true life, both animal and man, bred long ago in the darker years as armies of Elvish magic – leap down from the high oak branches into your camp! They scream with madness as they fall, swinging rusty hand axes.”
Ted: “Holy crap! I was just going to light up some pipe weed!”
GM: “Since Orcs are inhuman, you both need to make Fear checks. You need a 10. If you fail, you flee in panic.” [Both players roll D20 and add their Courage bonus. They succeed!]
Bill & Ted: “Bring it on, wicked GM dude!”
GM: “The Orcs carefully set up this ambush so you need to make Challenging Intuition rolls or the Orcs get a free turn.” [Both players roll 1D6 and then add the number to their character’s Intuition score. They need at least a 15 total to succeed at a Challenging task.]
Bill: “That’s easy. Ragnar has a 13 Intuition. [dice clatter] Uh oh. I rolled a 1 so I automatically fail.”
Ted: “I’m screwed too.”
GM: “Three Orcs slash at Ragnar who has a Defense of 18. The Orcs get a +1 Attack bonus and +3 for their Ambush. I roll D20 and add the +4 bonus against your Defense. Shame, they all missed him! The last Orc hacks at Sprout, but poor Sprout only has Defense of 11. Wham!”
Ted: “Sprout’s wearing his mother’s chain mail!”
GM: “Orcs roll a D6 Damage Variable with + 5 for the Hand Axe and another +3 for being such vile beasts. Sprout takes 12 damage!”
Ted: “Sprout has 7 points of protection, so he only suffers 5 Health wounds. Ouch, I only have 3 more health left! Oh no, now that I am wounded I suffer a –2 Fatigue penalty to almost everything!”
GM: “Roll Initiative. Since the Orcs outnumber you, they roll a D10 and you only get the D8.” [The GM and Bill throw the dice. The Orcs win 7 to 6. Yeah! Uh, I mean Boo!]
Bill: “Wait! Ragnar spends 1 Story Point to change our Initiative from 6 to 7. Ties go to the heroes!”
GM: “So what do you do little halfman?”
Ted: “I grab a flaming torch and swing it at the beasts. I’m doing the ‘keeping evil at bay’ maneuver like when Aragorn held off the Nazghul.”
GM: “Make a Challenging Courage check, but at –2 because the Orcs outnumber you and another –2 for your fatigue.”
Ted: “Sprout has a 14 Courage and I rolled a 5 so I do it.”
GM: “Sadly, the –4 modifiers change the die roll, so the 5 becomes a 1 which always fail.”
Ted: “I spend 1 Story Point to bump the 1 to a 2. Now it works!”
GM: “Curses, foiled again! The Orcs hiss and cry out, leaping out of your melee range. They get a –2 to their next Initiative.”
Bill: “My turn. Ragnar leaps into the fray with his battle sword! I am doing a ‘sweeping stroke’ maneuver against all four Orcs!
[Bill rolls D20 plus his Combat bonus and his Sword skill. He gets a natural 20! That’s a Critical Hit.]
GM: “Roll D12 to see what kind of critical hit you scored. [Bill rolls a 5] Wow. Toppled Structure: D12 Damage to all foes. Bill, describe what happens.”
Bill: “Ragnar rushes past the Orcs, trailing his blade so it slashes open their guts as he passes, then the barbarian pulls down a dying oak tree on top of their heads! It lands with a massive crash!”
GM: “Cool scene. Take a Story Point.”
Bill: “Ragnar is a fighter so he rolls D8 for damage plus 10 for his battle sword and +2 for his Strength. I got 16 so each Orc takes 4 damage. Oh, the D12 from the falling tree does 11 damage.”
GM: “Ouch. The Orcs have 1 Protection, so they take 3 wounds from your sword and another 10 from the tree. Those four are bleeding to death, but you can hear more angry screams in the darkness…”
Matt is also a prop and set designer on movie The Gamers 2: Dorkness Rising. Check out the Dead Gentlemen Productions website for Matt’s discussion and the movie trailer. You can also buy Fantasia through their website. Again, this doesn’t tell us anything about Fantasia, but he gets a +2 Geek bonus.
Matt’s writing – especially on his website – can be very boastful, eccentric and downright oddball, but it has a certain charm for those who enjoy Gygaxian prose. Matt believes his work is very cutting edge, but instead it is good old school gaming. If Fantasia was published in 1985, it would probably rival Palladium for fans.
Story Points belong to the player, not the character, so if tragedy strikes and the hero dies, the player may use his Story Points for his next character. However, smart use of Story Points will probably keep your character alive and part of Fantasia is maximizing their usage to best effect. GMs are encouraged to spread about Story Points with good cheer to keep players heroic and engaged.
Most magic classes and racial specific classes require lots of Story Points to “buy” one of those characters, but it is these heroes who require the most experience with the game world to play to truest effect. If you want to play Gandalf and really be wise in the lore of the world, you must earn that right through exciting adventuring with other heroes. This may not grok with the grubbers, but it is a novel approach. In Fantasia, player knowledge is more important than your random INT score.
Characters start at level zero, but they begin as competent individuals, probably with some rare equipment and maybe even a magical trinket or two. All classes have a singular goal, which must be achieved to attain 10th level, such as the Barbarian must become a king and the Mystic must transcend his mortal flesh. The character then becomes an NPC, but the player enjoys some nice bonuses to add to his next character. Again, Fantasia is not about creating one super character, but playing many characters in multiple campaigns where you as a player are rewarded for your efforts.
The Fantasia website has a four page sample of the Core Rules so you can read a few pages from the book to see if you enjoy the style and the ideas of the game. Also, you get some of the better artwork as well. The Download page includes free PDF character sheets, GM note pages and three free adventures. I think you need to flesh out the free adventures before running them, but I had fun with Aren Tor and Valhellen Castle after I tinkered with them.
The website also includes Q&A about the rules, Optional Rules and extensive discussion of Matt's thoughts on RPGs and his design concepts for Fantasia. Gird yourself for the purple prose.
Ten percent of the text could be trimmed to make a stronger presentation, especially unnecessary rants on names you should not use (Frodo, Hawk the Slayer, Lancelot, etc) and rants on why Fantasia is better than other games. It’s very Gygaxian actually, reminiscent of Gary’s admonishments found in the AD&D DMG and Gary’s spittle spewing fury against homebrew rules and RuneQuest.
There are some typos and a few rules that you will need to read twice to understand fully. I’m cool with the use of archaic English, but ixnay on the typo-ay in the age of computerized spell checkers. Also, there are some oversights in the racial balances, such as some racial subtypes gain +1 to one ability while sacrificing –1 to another, but others just gain a free point with no sacrifice.
Just when you are getting deep into the coolness of the magic system, some AD&D relic whams you in the head. You are getting all jazzed by the creativeness of his crystal magyk, candle magyk and bardsong and then BAM – some weird throwback. There is no reason Red Magic should have Power Word: Kill on the spell list. I used liquid paper to cover this atrocity and renamed the spell “Immolate” so you can too.
When the seas and mountains fall
And we come, to end of days
In the dark I hear a call
Calling me there
I will go there
And back again
“The Breaking of the Fellowship”
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