The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 05:03:27 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
Book/RPG - Fantasy Wargaming
Pages: [
1
]
« previous
next »
Author
Topic: Book/RPG - Fantasy Wargaming (Read 704 times)
Zak Arntson
Member
Posts: 839
Book/RPG - Fantasy Wargaming
«
on:
April 08, 2002, 07:45:16 AM »
I just grabbed this from a used bookstore, and it's pretty interesting. I'm posting this in the Indie Design forum, because it'd make a good reference for how to (and how not to) design a game. I'm also curious about whether the author retained ownership of the game itself, or the publisher.
The book's called
Fantasy Wargaming, the Highest Level of All
, compiled and edited by Bruce Galloway. It's medieval fantasy Sim gaming at its unbelievablest. Quick synopsis: The book is half historical treatise on medieval life & real world inspirations for magic & religion, half very lengthy rules detailing all aspects of gaming.
Lessons to be learned:
This game is obviously inspired by D&D. The authors were sick of the Gamist bent of D&D and sought to make a world as similar to medieval Europe (with notes on High Middle Ages, Dark Ages, etc). If you're going to go wholeheartedly Sim, you could do worse than long essays on medieval economics and culture.
When presenting your rules (and this could be cross-posted in Publishing),
don't
do it in a novel format, with no clearcut separation between sections.
Has anyone else found this gem of bizarre roleplaying history?
Logged
Zak
Harlekin-Maus Games
Valamir
Member
Posts: 5574
Book/RPG - Fantasy Wargaming
«
Reply #1 on:
April 08, 2002, 08:16:38 AM »
Gem is a perfect term for it. That book was perhaps the first highly influential source of alternatives to D&D I encountered. I bought it brand new and it is now falling apart and smudged from the frequency to which I referred to it.
The magic design rules remain the highest example of build your own magic effects within a set of established parameters I've ever seen. They are as versatile as Ars Magica, useable on the fly unlike more involved magic building, and more structured and translatable to game terms than the very open system of Duel. They are the foundation of every home brew magic system I've ever developed.
It was my first exposure to summoning demons for purposes of using them to cast magic. To this day I remember the anecdote about "be careful what you ask for. I once asked my demon to create light and he exploded a 30' diameter fireball in a 10' room".
The mass combat system actually works exceedingly well, requires only index cards representing the shape of massed troop formations, and yields far more realistic results of not equating fighting until ineffective with fighting until dead.
The religious system was brilliance in itself and is based on medieval Catholocism. Characters accumulate piety points to achieve progressivly more holy piety bands. There are a list of sins rated by severity and committing them results in the loss of piety (how much depending on what band you're in, on the theory that God expects more from the holy than he does from the sinners). Miracles involve asking the higher powers for a desired effect. However, in true Church fashion, one doesn't pray directly to God. One first prays to Saints and Mary to ask them to intercede on their behalf. If the Saint responds favorably and its a minor request within his sphere, a miracle occurs...if he responds favorably but its not in his sphere, it gets "referred up the chain". Any player with a suitable degree of holyness can request a miracle and stands the best chance of getting it by going through the proper channels of patron saints.
That said the game is not without flaws. There is nothing at all innovative in the mechanics, and it is not very enjoyable to actually play because it is very much lists of modifiers and roll on a table oriented. The lists however, are relatively short (just organized in paragraph form rather than actual lists) and the tables are actually generally pretty clever.
I basically ripped the system apart and rewrote it into something less cumbersome and we played it extensively after that for a series of very historical feeling fantasy adventures.
In fact, in one of my favorite campaigns of all time, I combined Saberhagen's book of the Swords with European history, and parts of L. Sprague de Camp's Complete Enchanter series; referring to the swords as Swords of the Apostles (as there are 12). The setting was the time of Richard the Lionhearted, and the player's first mission was to journey to the court of a muslem caliph in Spain and recover "Sight Blinder", which was later used to infiltrate a Sidhe Barrow to recover "Stone Cutter", which was then used to assist Richard in taking Jerusalem by invisibly carving a breach in the walls.
An exceptional treasure of a book IMO.
Logged
Ralph Mazza
Universalis: The Game of Unlimited Stories
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum