Newsgroups: rec.games.frp.misc,rec.games.frp.advocacy From: [bal l m] at [govonca.gov.on.ca] (Michael Ball) Subject: Home-Grown FRPG reviewed and for sale Date: Tue, 15 Feb 1994 23:24:12 GMT I have seen some postings recently regarding home-grown games. I have designed a home-grown fantasy game called THE GUIDE TO ADVENTURE. I have sold this in Dragon magazine (mail order) and present a review for your perusal. The game was designed as a general-purpose type system with the fantasy element being produced first. I also have a sci-fi/modern game where aliens invade and conquer earth in the near future (sort of aliens/war of the worlds) that uses the same game system. Characters can freely jump between games with no modification. The Guide to Adventure FRPG is based on my experience and frustrations as a DM. I placed a lot of emphasize on two prime areas: character generation and combat. I tried to create a very unrestricted character generation method and a unique diceless combat system employing *cards* and tactics rather than luck and hit points. I can answer more detailed questions by emailing me at [bal l m] at [gov.on.ca] Thanks Michael Players Handbook ---------------- Races/Professions: 7 races (including the *Reptiliad* character from Rafm, Inc, Cambridge, Ont.) and 27 professions. Any race can be any profession! Skills: The entire system is skill based. Over 70 skills ranging from Alchemy to Veterinary and Runes to Battle Rage. Skills are only improved through use (and can dwindle from lack of use!). There is no experience point system. All professions can choose from any skill group. Magic System: Characters belong to 'The Circle of Magic'. Magic-Users are attuned to certain colours and manipulate that colour to perform 'spells'. Yellow light is motion, red - animation, black - destruction, etc. Characters have 'power points' which are used to cast spells. Items like magic dust, powder, familiars, objects and magic books add to the total power available. The greater the power used, the more of potent the spell is if the spell is successful. Failing to cast the spell means the magic-user must suffer some consequences based on the power used, (damage, unconscious, and even death!). Detailing over 80 spells like *quivering doom* and *sonic disruption* to *springy legs* and *transmutation*. Clerics and Religion: Clerics gain their power by performing tasks for the church and the deity. This power can be used in the form of spells or other divine guidance. Over 60 deities are described including a complete section on religion and clerical duties. Designing a Character: Characters are created using a point system with a minimum of dice rolls. 13 attributes define the character with emphasize on unique character creation rather than luck of dice rolls. Also includes character reference sheets, combat data sheets, price lists, spell sheets, event calender, and master skill and spell lists and more. Gamemaster Guide ---------------- Combat: Combat is conducted with minimum of dice and luck, relying more on actual tactics and skill. Characters have a variety of attack methods depending on the weapon (slash high, thrust low, etc...) and damage types (edged, impact, etc..). Defenders must choose defences (duck, leap, dodge, etc...) and a table is used to determine if the strike is successful. 50 hit location *cards* determine the location and 25 damage *cards* reveal the severity of the strike. The use of cards and attack/defence through actions speed up play with adding maximum realism. Characters can parry, use shields effectively, retreat, use pole-arms to hold enemies at bay, and so on. Through the detail of the hit location cards, the placement of armour becomes very important. No longer is a character wearing a 'suit' of chainmail. They can have a breast made of ring mail, chainmail on the arms, leather leggings and plate boots. Each unique type of armour reducing damage to that area. This type of combat system means experience gained through actual realistic combat-like settings will reduce damage, but *NO* character is ever immune from a solid blow that could knock out or even instantly kill a character. Simplified combat example: Phrodon the halfling thrusts his sword forcefully at the ducking orc gaurd. A high hit! A draw of the hit location card reveals a left chest wound while the damage card indicates a critical hit - a dangerous combination. His opponent staggers and falls, collapsing under his own weight. The orc is dead. Phrodon retreats and draws his bow. He must continue his quest... Conducting Action: All action within combat is conducted through the use of a phase chart. More skilled characters can act more often and more quickly. It is quite possible for a character to fire a bow, then draw your long sword and move into melee before its opponent has a chance to react. Bestiary: Details numerous beasts and foul beings for characters to conquer and befriend. All creature combat is also handled with diceless attacks and defences. Treasures and Herbs: Lengthy treasure lists and a detailed herb section should provide a good supply of items to be found. Others: Includes disease and sickness, broken bones, death, travelling, complete section on arms and armour, siege equipment, weights and measures, religion and conversion to other systems. Also includes major NPC and minor NPC character sheets, combat result tables, character summary sheets and more. Cards ----- 50 Hit location Cards 25 Damage Cards 18 Attack/Defend Cards 4 Spare Cards Costs: Players Handbook $13.95 Gamemaster Guide $12.95 Cards $ 4.95 **Complete System $29.95 All books are coil bound and the cards are hard stock. Shipping - North America: $3.00 Overseas: will discuss US funds only, sorry no cheques Send inquiries to: [bal l m] at [gov.on.ca] Michael Ball 400 West Arthur Street Apt #5 Thunder Bay Ontario Canada P7E 5R2