Kyrel
Level 6 Magician
 
Defender vs Spam
Posts: 488
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Post by Kyrel on Oct 7, 2009 23:23:02 GMT -6
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: www.advancedfightingfantasy.co.uk/home.htmlApparently 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. For completeness, here is a link to the official Fighting Fantasy gamebook site: www.fightingfantasy.comAnd here's a link to Project Aon, the official home of Lone Wolf online: www.projectaon.org/en/Main/HomeNow 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... 
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machfront
Level 5 Thaumaturgist
 
Reset Your Brains To Zero
Posts: 273
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Post by machfront on Oct 8, 2009 4:17:57 GMT -6
That's cool. But...so weird. Why wouldn't they put it all into one pdf instead of nine separate ones??
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Post by castiglione on May 28, 2010 23:28:58 GMT -6
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?
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Post by Guest on May 29, 2010 0:28:15 GMT -6
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. Dave 
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Post by apeloverage on May 29, 2010 2:29:46 GMT -6
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.
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Post by apeloverage on May 29, 2010 2:38:41 GMT -6
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.
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Post by castiglione on May 29, 2010 22:57:53 GMT -6
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.
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Post by apeloverage on May 30, 2010 4:51:25 GMT -6
Missiles: roll 2d6, apply modifiers, hope to get under or equal to your Skill.
Multiple opponents: The outnumbered side fights each 'extra' opponent as normal. However they don't cause any damage if they win.
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Post by castiglione on May 30, 2010 22:57:38 GMT -6
That's pretty much what I thought it might be.
Pretty clean and elegant, as was the rest of the system. What was the magic system like? Was it Vancian like the system in the 2nd FFG book?
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Post by Guest on Jun 4, 2010 2:08:11 GMT -6
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.
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Post by Guest on Jul 15, 2012 20:09:09 GMT -6
Glad you guys liked my site 
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Post by warrioroffrobozz on Jul 16, 2012 11:33:17 GMT -6
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