As I've mentioned before, I've been planning to use the RPGs derived
from the Fighting Fantasy gamebooks for pickup games with the kids,
today we continued with the second adventure from Fighting Fantasy —
The Introductory Role-playing Game (FF:TIRpG), Shaggradd's Hives of
Peril.
Attending
T.K.B. — GamesMaster.
T.A. played
Ezarik (e-ZAR-ik) — SKILL 8, STAMINA 17, LUCK 10.
Oswald — SKILL 10, STAMINA 21, LUCK 12, who was already lost in
the treasure vaults in the dark. (This was C.A.'s character from
the earlier game, but he wasn't available today.)
The items you can find on this blog under the category Actual-Play
and tag actual-play (except for this entry) describe actual play
sessions from some of my games. They tend more to describing in-game
events, but sometimes talk about mechanical aspects of the game
illuminated during the session, or creative aspects of running a game.
Sometimes they're just a session recap, written so that when I come
back to that campaign in a week or a month or six months so I can look
up the details of the last couple of sessions to figure out what was
happening and where the campaign is going. These latter sometimes
are barely more than a list of the places the PCs visited and events
of notoriety:
The PCs went to 20, where Olsman chopped the
head off an ogre with one blow. Afterwards they started down the
stairs to 23, but the stairs collapsed into a slide, and much
hilarity ensued as they tried to avoid stabbing and bashing each other
as they tumbled down and landed in a deep pool.
My copy of Frog God GamesThe Tome of Horrors Complete, for
Swords & Wizardry, arrived today. My, that's a massive tome: a
hardback with 671 numbered pages followed by 14 pages of
advertisements. (In a smaller book, I might have complained about
that many pages of advertisements, but in a book this large it doesn't
seem excessive.) From my earlier quick perusal of the PDF and a brief
scan of the hardback today I'm very pleased with the content, and I'm
looking forward to using this in my game. To the folks who worked on
this: well done!
I've got a problem — I like RPGs just as an area of study and as
artifacts, even if I never get to play a particular RPG. When I was
younger I'd buy new systems just to compare them, even if I never
expected to play them. Even now I sometimes buy multiple editions of
a game to compare them, often delving back to through the earlier
editions of game to see how things have changed and what's been lost
along the way, [1] although usually only if I'm actually
planning on playing one or more editions of the game.
As a consequence of this, I've got more RPGs than I'll ever get a
chance to play, and I'm still interested in buying new ones.
I have resolved to play more of the games that I already have, though,
and I've got specific plans for several of them.
As I've mentioned before, I've been planning to use the RPGs derived
from the Fighting Fantasy gamebooks for pickup games with the kids,
and today I was able to put that plan into action, starting as planned
with Fighting Fantasy — The Introductory Role-playing Game
(FF:TIRpG), using the second adventure from the the book, Shaggradd's
Hives of Peril. [1]
Attending
M.A. and E.A. were watching a movie, but T.A. (as always) was eager to
play, and as we were getting started C.A., who had heard us talking
about gaming earlier and said he wanted to play, wandered in and
wanted to join in, so I had him roll up a character too.
C.A. played Oswald — SKILL 10, STAMINA 21, LUCK 12, who was already
lost in the treasure vaults in the dark.
Actual Play
T.A. had rolled up his character and was speaking with
Shaggradd when C.A. showed up. I decided that Ezarik would
meet C.A.'s character, Oswald, down in the treasure vaults, where he'd
been sitting in the dark after his candle burned out after he‘d run
from a monster. So we rolled up a character, who turned out to be
skilled, strong, and lucky, named him Oswald, and went back to Ezarik.
Shaggradd blindfolded Ezarik, lead him around by hand, spun him
around in a circle, told him to hunker down, and pushed him into a low
tunnel. After he refused the 2% extra on the 10% entrance fee for her
to cast a Reverse Teleport on him, she pulled off the blindfold and
pushed him further in, and slammed a door on him. After he lit his
lantern, he could see that he was in small tunnel with rotting wood
sides, that opened out into a taller and slightly larger roughly
circular room. The floor of the tunnel and the room were both dirt,
and in the cent of the room was a pit trailing down into blackness,
with a rope tied to a black spike hammered into the rotting wall of
the chamber, covered with spider webs.
Descending the rope he ended up in a 1, small chamber dug into
the earth, with four exits at right angles. He took the exit to the
west, leading to 30, a large cavern with a skull carved into
the east all, with three tunnels leading out through missing teeth in
the skull. He headed out the middle passage, and after a little while
heard the sound of a stream, but couldn't see it. [2] A
little further on he found a little man, about a metre tall and
dressed in what appeared to be the entire skin of a small dragon[3], wings and tail included, cleverly formed so that the
rear feet were boots, the fore feet were gauntlets, and the head was a
helmet, with the face appearing through the mouth of the beast,
sitting next to a puddle of wax that was all that left of his candle.
This was Oswald, a hobbit, and as it turned out he was very hungry.
He had lost his way while being chased by a monster, and then his
candled had burned out, leaving him waiting in the dark, as he hand
not taken advantage of Shaggradd's offer of a Reverse
Teleport either.
Continued on to 35. Pulled lever. Could see just a bit by
the light of a phosphorescent plant growing on the surface of the
cavern. Not knowing where they were they headed out the only entrance
they say, and back to 30, where they recognized the skill.
This time they took the right (north) passage to 31, and
started to enter the middle passage there, but a troll
popped out of the passage and attacked them. After exchanging a few
blows with the troll and getting a small cut on one cheek, Oswald
fled, leaving behind his companion and his companion's lantern!
Ezarik stayed behind and fought the troll for another round, and then
pursued his companion, and luckily the troll did not follow.
Meanwhile, Oswald ran back down the passage to 30, bounced off
the wall and ran through the passage to 1 and straight across
and out the passage that lead to the collapsing stairs, slide down the
stairs, stumbled across the gravel beach, through the water, and
finally sat down on the ground beyond the stream in 19, in the
dark again. He could smell some delicious fruit nearby….
Ezarik, fleeing the troll, guessed at the likely route Oswald had
taken and quickly found him, sliding down the collapsing stairs into
19 and wrenching his arm in his fall. Glad to be reunited,
Oswald drinks some water from the stream while Ezarik eats some of his
provisions. The smell of delicious fruit was coming from some large
green fruits on a strange underground tree. After they rested a few
minutes they continue exploring, taking the passage east until it
forked and then taking the north-east slanting passage until it ended
in a dead end, 20. Returning to the fork in the passage, they
entered a very hot room half filled with burning coals, 21,
where a fiery lizard squeaked at them. Oswald squeaked back, but the
lizard was puzzled. They left that room through another door, where
they discovered a tall red-headed man sleeping (22).
Unfortunately, he woke up and was very angry, demanding that they
leave immediately. They went back through the door to 21,
Oswald apologizing to the man for waking him up, and the man calming
down and going back to bed. Then they returned to the cavern with the
stream, where Oswald climbed up into the tree and started to pick a
fruit, noticing a key in the tree as he did so. Unfortunately, just
at that moment, five of the fruit hatched into large angry goose-like
red birds, and began attacking. Oswald fled east into the passageway,
as did Ezarik, though he tried and failed to grab the key as he fled.
And this is where we ended for the evening.
Over the course of the evening we learned that Oswald's dragon armor
and dragon tooth sword were not family heirlooms, that he could play
both the piano and the flute, and that he had lost a wand and a map
earlier in the these caverns.
Reflections
The simplicity of FF:TIRpG makes it a great pickup game. There are
only three stats, SKILL, STAMINA, an LUCK, so rolling up a character
is trivial, which is great for when somebody unexpected shows up in
the middle of things and wants to play — say, for example, a
three-year-old, C.A. And the rules are so simple that after you have
played a few times you can easily remember them, so you don't even
need to have your rule book handy.
Playing with a three year old has a few pitfalls. C.A. has a great
vocabulary, and uses pretty complicated sentences, but his
pronunciation is somewhat unclear, adding to our communication
difficulties. He's not familiar with the fantasy genre, so doesn't
know that there are no flashlights or cars or technology. And he
hasn't quit figured out that once his character is in a situation, he
has to deal with the situation using only the resources he has at hand
already and what's available in the situation.
On the other hand, he's also a lot of fun to play with. He comes up
with lots of interesting details about his character, he tries
interesting things, he has fun seeing what's going to happen next.
T.A. liked the game, though it was not his favorite. (I think he's
used to more detailed systems, and prefers them to something this
simple.)
Somehow I completely missed out on the Fighting Fantasy:series (FF)
gamebooks during their initial run. Probably, since I was already
playing AD&D, T&T, and DQ, the solitary fun of the gamebooks was
not as appealing as the social fun of tabletop RPGs, and what little
desire I had for something like gamebooks was was more than adequately
served by T&T solo adventures. In any case, I never owned any FF
gamebooks until I picked up the 2003 iBooks reprints of The Warlock
of Firetop Mountain and The Citadel of Chaos.
This also means that I missed out on the FF and AFF RPGs, as
well. Thank Hamaskis for Internet bookstores!
…but Internet RPG Forums are amazing
I had run across a mention of a Fighting Fantasy RPG, somewhere
(probably on rpg.net), and eventually figured out it was Fighting
Fantasy — The Introductory Role-playing Game (FF:TIRpG) and
purchased a copy from a used bookstore online. It was easy to find,
as I recall. [1]
Mechanically it is the system from the FF gamebooks, but with
explanations for new tabletop gamers of how to use it for tabletop
gaming. It is actually a nice introductory RPG, but it was a little
too simple for the game I wanted, and my interested stopped there for
a while.
(I only got The Riddling Reaver, a collection of adventures for
FF:TIRpG, in 2011, after I got AFF2e and AFF.)
At some point I figured out (again, probably by reading on rpg.net)
that the Advanced Fighting Fantasy RPG was a different set of books
from the FF RPG, with a more detailed system, and it was probably
what I should have been looking for instead of FF:TIRpG, but my
interest had fallen asleep; no doubt in part because the third book of the
set, Allansia, was reputedly difficult and expensive to get. [2]
However, the Arion Games edition (AFF2e) published in 2011
reawakened my interest. I got that edition, and liked the system and
setting, but wondered how different it was to the original AFF.
Eventually I decided I wanted to compare AFF2e to the original
AFF, so it was back to the Internet bookstores. Dungeoneer and
Blacksand! were relatively easy to find (Dungeoneer in
particular), but an relatively affordable copy of Allansia was more
difficult. Eventually I was successful. Yesterday Allansia arrived,
and today Blacksand! arrived.
At My Table
I'm planning to use AFF as my pickup game with the kids, the game
we play when something else has to be canceled, too few players are
available, or I'm just too tired to play anything more complicated.
I'm looking to make use of the Titan setting, with all its
over-the-top fantasy elements.
I'm going to start with the original FF RPG, play that for a few
sessions, add in the stuff from Dungeoneer, then Blacksand!, then
Allansia, maybe all in the same episodic campaign. Eventually I'll
transition to another campaign, using the AFF 2e rules. At the end
of it all I should be able to do a good comparison of all three rules
sets. Maybe then I'll do an actual review, but don't hold your
breath.
Fighting Fantasy and Advanced Fighting Fantasy RPG Bibliography
Fighting Fantasy — The Introductory Role-playing Game (FF:TIRpG)
The system in Fighting Fantasy - The Introductory Role-playing Game
is pretty much the same as in the Fighting Fantasy game
books.
The game calls the person who ‘controls’ the game the GameMaster or
GM (p. 11). The player characters are called “adventureres” (p. 9, 10).
Fighting Fantasy — The Introductory Role-playing Game
(copyright 1984 by Steve Jackson; ISBN 0-14-031709-0), and
The Riddling Reaver (copyright 1986 by Steve Jackson, Paul
Mason, and Steve Williams; ISBN 0-14-032156-X), a collection of
four adventures for FF:TIRpG.
These are standard mass-market paperbacks, 11×17.6 cm, 4¼×6⅞ in.
There were also the Fighting Fantasy Manuals, a couple of books
detailing the monsters and world of the FF gamebooks: Out of the
Pit and Titan. These are large format paperbacks, A4 sized (around
US Letter sized).
Out of the Pit, Fighting Fantasy Monsters (copyright
1985 by Marc Gascoigne, Steve Jackson, and Ian Livingstone;
ISBN ISBN 0-14-031999-9), and
Titan, The Fighting Fantasy World (copyright 1986 by Marc
Gascoigne, Steve Jackson, and Ian Livingstone; ISBN 0-14-032127-6)
detailing the Fighting Fantasy world).
Advanced Fighting Fantasy (AFF)
Advanced Fighting Fantasy took the role-playing system from the
gamebooks and FF:TIRpG and developed them in more detail, adding
‘Special Skills', which allow characters to more skilled in specific
areas than just their general SKILL, a magic system, a couple of mass
battle systems, etc.
The game uses the metaphor of making a fantasy movie, so the person
running the game is called the Director (p. 11) and the player
characters are called Heroes (p. 9).
Dungeoneer (text copyright 1989 by Marc Gascoigne and Pete Tamlyn;
ISBN 0-14-032936-6),
Blacksand! (text copyright 1990 by Marc Gascoigne and Pete Tamlyn;
ISBN 0-14-034396-2), and
Allansia (text copyright 1994 by Marc Gascoigne and Pete Tamlyn;
ISBN 0-14-036051-4),
These were published as paperbacks approximately 13×20 cm, about
5×7¾ in. There were matching releases of Out of the Pit and Titan
to go along with the new game, in the same size.
Out of the Pit, Fighting Fantasy Monsters (copyright
1985 by Marc Gascoigne, Steve Jackson, and Ian Livingstone;
ISBN 0-14-034131-5), and
Titan, The Fighting Fantasy World (copyright 1986 by Marc
Gascoigne, Steve Jackson, and Ian Livingstone; ISBN 0-14-034132-3)
detailing the Fighting Fantasy world).
Advanced Fighting Fantasy, The Roleplaying Game,
2nd edition (copyright 2011 by Graham Bottley, Steve
Jackson, and Ian Livingston; ISBN 978-0-85744-067-9),
Out of the Pit (copyright 1985; Arion Games edition 2011,
ISBN 978-0-85744-068-6), and
Titan, (copyright 1986; Arion Games edition 2011,
ISBN 978-9-85744-069-3).
These paperbacks are approximately 21.5×28 cm, pretty much exactly
8.5×11 in. These editions of Out of the Pit and Titan are
essentially straight reprints.
Unfortunately, the license Arion Games has to publish AFF2e
precludes PDF versions of the books.
About
Lacking Natural Simplicity is one, not particularly flattering,
definition of sophisticated.
This blog chronicles my journey through our at times too complicated
and sophisticated world.
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