Topic: Advanced Fighting Fantasy 2E Tabletop RPG (Read 1,790 times)
Kyrel Level 6 Magician Defender vs Spam member is offline
Joined: Jun 2007 Gender: Male Posts: 488 Location: Florida Suncoast Karma: 13
Advanced Fighting Fantasy 2E Tabletop RPG « Thread Started on Oct 8, 2009, 12:23am »
For those of us younger (ahem ) members who cut their pre-pubescent RPG teeth on various gamebooks along the lines of Fighting Fantasy & Lone Wolf back in the mid '80's, I found a site you might be interested in: http://www.advancedfightingfantasy.co.uk/home.html
Apparently these fellows have put together a revised version of Advanced Fighting Fantasy, ready for true tabletop play. I'm happier than a clam at finding this jewel. I just finished printing out the rules (which are extremely simple, I might add), & I'm definitely going to lay this on my wife & the usual's this weekend.
Now if only someone would save me the time & condense all the original Lone Wolf,World of Lone Wolf, & Magnamund Companion rules into an easy to print pdf...
Re: Advanced Fighting Fantasy 2E Tabletop RPG « Reply #2 on May 29, 2010, 12:28am »
I know this is a bit late but I just found this thread; I really loved those Fighting Fantasy Gamebooks when I was a kid. Just what did Advanced Fighting Fantasy add to the basic system given in the books? I imagine some sort of missile combat system was given and some sort of official magic system as well?
Let me strive every moment of my life to make myself better and better, to the best of my ability, that all may profit by it. Let me think of the right and lend all my assistance to those who need it, with no regard for anything but justice. Let me take what comes with a smile, without loss of courage. Let me be considerate of my country, of my fellow citizens and my associates in everything I say
greyharp Guest
Re: Advanced Fighting Fantasy 2E Tabletop RPG « Reply #3 on May 29, 2010, 1:28am »
In 1984 they published Fighting Fantasy, The Introductory Role-Playing Game, which expanded the rules from the gamebooks, added in some advice for the GM and had three adventures. This was followed in 1985 by Out of the Pit, basically a monster manual. In 1986 they released Titan, a campaign world that fleshed out the continents in which most of the gamebooks were set, as well as The Riddling Reaver containing four more adventures and some additional rules (variable weapon damage, magic, etc.).
The Advanced Fighting Fantasy game consists of three volumes - Dungeoneer (1989), Blacksand (1990), and the elusive Allansia (1994). While the Fighting Fantasy rpg called the referee the GameMaster, annoyingly AFF referred to them as The Director, using the whole movie analogy to hammer home the point. The AFF books build on the original rules and expand them, rather than replace them. Each of the three volumes has between 300 and 400 pages, so there's a fair bit in there.
Dungeoneer focuses on expanding the rules and includes two adventures. Blacksand adds more rules, has a section on Town and City adventures, with the second half of the book fleshing out Port Blacksand (City of Thieves). Allansia adds yet more rules and several demi-human and humanoid character classes, has Mass Battle rules, a section on Outdoor Adventuring, details the continent of Allansia and has an adventure.
If you want more detail castiglione (such as specific rules) just let me know, however I'm just about to head off for several days and so won't be able to answer till the end of the week. Hope the above helped satisfy your curiosity somewhat.
Now if only someone would save me the time & condense all the original Lone Wolf,World of Lone Wolf, & Magnamund Companion rules into an easy to print pdf...
Mongoose have apparently made a Lone Wolf RPG based on the gamebook rules (separate to their earlier d20 one). But it doesn't seem to have generated much interest.
Joined: Apr 2008 Gender: Male Posts: 477 Karma: 20
Re: Advanced Fighting Fantasy 2E Tabletop RPG « Reply #5 on May 29, 2010, 3:38am »
Some people on the 'Rebuilding Titan' email list were working on a version of AFF a while ago, separate to this one. Instead of choosing your skills you chose a background, like "Allansian hunter", and that gave you a package of skills.
If you want more detail castiglione (such as specific rules) just let me know, however I'm just about to head off for several days and so won't be able to answer till the end of the week. Hope the above helped satisfy your curiosity somewhat.
Dave
Cool - no rush on this but I was just curious about how missile weapons and multiple vs. multiple fights were handled using the FFG system. The base system seemed to very much be limited to the 1 vs. 1 melee fight and even in the game books, 1 vs. many was never satisfactorily handled except via the old Kung-Fu movie standby of having the 2nd (and 3rd and 4th) bad guy wait patiently while you kicked his friend's ass before jumping in.
Let me strive every moment of my life to make myself better and better, to the best of my ability, that all may profit by it. Let me think of the right and lend all my assistance to those who need it, with no regard for anything but justice. Let me take what comes with a smile, without loss of courage. Let me be considerate of my country, of my fellow citizens and my associates in everything I say
Let me strive every moment of my life to make myself better and better, to the best of my ability, that all may profit by it. Let me think of the right and lend all my assistance to those who need it, with no regard for anything but justice. Let me take what comes with a smile, without loss of courage. Let me be considerate of my country, of my fellow citizens and my associates in everything I say
greyharp Guest
Re: Advanced Fighting Fantasy 2E Tabletop RPG « Reply #9 on Jun 4, 2010, 3:08am »
Multiple opponents: The outnumbered side fights each 'extra' opponent as normal. However they don't cause any damage if they win.
The only thing I'd add to that is the outnumbered individual reduces his skill by 1 point for every extra opponent he has to fend off.
The magic system in The Riddling Reaver involves an extra characteristic - the Magic score (2d6+6). Spellcasters must have a minimum Stamina of 14 and their Skill score is determined by rolling 1d6+4. The Magic score determines how many spells can be cast each adventure. Spells may be chosen more than once and once a spell is cast it is crossed off the player's list.
To determine whether a spell is successful roll under the Magic score on 3d6, with an equal or higher roll indicating failure or misfire (GM to determine). Unless stated otherwise, spells last 3d6 minutes.
In AFF the Magic skill is just one of the many "Special Skills". A number of points equal to the Skill score can be allocated to selected skills (up to a maximum of 4 each), but if Magic is chosen, each allocated point reduces the initial Skill score, with the Magic score being equal to the new initial Skill score plus points allocated.
Spells have a Stamina cost and when cast temporarily reduce that score. The Magic skill total limits the "level" of spells that can be chosen. The success of a spell is determined by attempting to roll under the Magic score, with various modifiers affecting the total. Failure requires a 3d6 roll on the "Oops! Table"
Blacksand adds some new Magic rules, such as the Minor Magic skill (cantrips without Stamina cost), reverse spells and Clerical spells. Allansia simply adds more spells to each category.
Joined: Nov 2011 Gender: Male Posts: 101 Location: Great Underground Empire Karma: 2
Re: Advanced Fighting Fantasy 2E Tabletop RPG « Reply #11 on Jul 16, 2012, 12:33pm »
I think some of you might be interested in this http://the-lost-and-the-d**ned.664610.n2.nabble.com/Into-the-Unknown-dungeon-generator-td4523682.html You'll have to get rid of the asterisks and replace them with A and M when you paste the URL, though.