Wednesday, November 06, 2019

The Fantasy Trip Overview

I'll be running a game for a friend and his son starting this weekend. As my games run to PG-13 at the worst, pretty sure an 11 year old will be just fine!

First, the broad definition of a role playing game: it is a game where you can take on the persona of a different person and have an adventure. Some games have very extensive rules that can detail just about everything you can do, some are very rules-light. It is at its core improv theater with some rules. And most RPGs have a rule 0: it is YOUR game, play it as you see fit.

Anyway, the Fantasy Trip is a fantasy role playing game, where you can play fantasy races or humans. Unlike a lot of RPGs, there are no classes. And the game is what is called a point buy system: you start with so many points and create the character you want to. There are two basic archetypes that can be played: fighter and magic user. The only difference is in the cost of using those points to get skills or magic. A magic user can learn spells at a cost of basically 1 point per spell; a non-magic user costs 3 times as much. On the other hand, a fighter can learn talents which take at least 1 point at the stated cost, but a magic user has to pay 2 times as much. So you can mix and match talents and spells but it will cost.

Spells are just that: throwing fireballs, creating illusions. Talents are what allow you to swing a sword well, or ride a horse, or even read. A magic user should really learn the literacy talent...

RPG characters are generally composed of stats, which I believe is short for statistics. The Fantasy Trip (TFT) has 3 basic stats: strength, dexterity, and IQ. Strength determines how much you can carry and how large a weapon you can use. Dexterity determines if you can actually hit something with that sword, as well as avoid traps or not fall off the cliff you are climbing. IQ determines your level of spells and talents you can know, and how well you can disbelieve illusions.

TFT is a 3D6 game, that is, it is based on 3 six sided dice. To hit something, you need to roll 3 dice and have a lower total than your dexterity. Dexterity can also be affected by armor: the stronger the armor, the lower your adjusted dexterity but the more protection you have. Armor is a damage soaker: it subtracts from the damage done.

Your base characteristics, ST (strength), DX (dexterity) and IQ (err, IQ), all start at 8 each for a human. You then have an additional 8 points to add however you like to your character. Starting characters start at 32 points (the 8x3 = 24 for the base + the 8 additional points). You can learn up to your IQ level in talents and spells. All characters speak the common tongue; it takes 1 point to learn a new language. Starting characters, as mentioned, can get a total number of spells and talents as their IQ. As you adventure, you gain experience points and can increase your characteristics or learn new talents or spells.

Combat is at the core of most RPGs. Combat in TFT is based on Melee, a microgame of the 70s. Facing matters, distances matter. The board is made of hexes, and friendly fire can happen. If you shoot an arrow and miss, it keeps going, If anyone is in that line, you have to roll to see if it hits that person. Spells work in the same process: roll 3 dice, if less than your DX you succeed. Spells do take fatigue ST from you, though, so early on you have to be cautious with your magic. Later, if you have the staff spell or a power stone, you can store magical energy to be used later.

Healing is a lot harder in TFT versus a lot of games. You can heal 1 point of damage every day or so. Healing potions are pretty rare by the rules although I have had games where payment was sometimes via magical healing potions.

Now, for the game we're doing the father wants to be a Dwarf Smith. Dwarfs start with ST 10, DX 6 and IQ 8 with 8 points. He is probably going to want the armourer talent, which is an IQ 10 talent. So at least 2 points will go to IQ. And he will want some fighting talents, such as knife, sword. Being a Dwarf, probably the ax/mace talent. And the shield talent. And maybe additional skills such as alertness, animal handling to help with the shoeing, maybe business sense if he is running his own forge!

The son wants to play a dark elf. Elves in TFT are your typical Elves. They start with ST 6, DX 10 and IQ 8 with 8 additional points. He is going to want leather armor probably that absorbs some damage and subtracts 1 from DX. They also have a higher movement allowance than humans. If in the roguish style, he may want to pick up the dark vision spell to be able to see in the dark, and lock.knock spell that allows him to magically unlock magical or mundane locks. A few weapon skills, and some stealth skills, and things like alertness.

We'll spend the 1st part designing characters, although I hope to loan them one of my books so they can read over it the next few days. Being an 11 year old I think it will read more than I have and tell me how to play!

I may start this one off from my last map - there are some good potential adventures there. And we can scale them for a 2 party of beginning adventurers so it won't be insta-kill.

2 comments:

Alec Semicognito said...

When I started playing an obscure RPG with parents and kids 6 years ago, the 10 year old boy indeed learned the rules better than I ever knew them. And I still know the rules to AD&D and TFT better than the rules to any games I learned as an adult. Have fun!

Runebeard said...

I'm excited and a bit jealous that you guys are gaming! I enjoy TFT and the last game your ran was very interesting. Heinrich, our long time foe awaits his final retribution!!!