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Dungeoneer

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Now you and your friends can create your own fantasy movies! Imagine that you are the director and your friends are the cast of heroes. Will you send them to battle with the evil wizard or recover the Dragon's hoard? The choice is yours, and Dungeoneer makes the exciting world of fantasy role playing accessible in a thoroughly user-friendly manner. You can start straight aw Now you and your friends can create your own fantasy movies! Imagine that you are the director and your friends are the cast of heroes. Will you send them to battle with the evil wizard or recover the Dragon's hoard? The choice is yours, and Dungeoneer makes the exciting world of fantasy role playing accessible in a thoroughly user-friendly manner. You can start straight away and introduce more complex rules and scenarios as you and your friends gain experience as director and actors. So, are you ready? Then let the cameras roll... This Fighting Fantasy volume was the first in the long-awaited Advanced Fighting Fantasy (or AFF) series building upon the foundations laid in the Fighting Fantasy™: Introductory RPG by Steve Jackson. The introductory book is aimed at the novice role-player who is also a fan of the Gamebook series and introduces the basic rules of the AFF system, including the introduction of Special Skills that a player can specialise in (such as Climb or Magic Lore), more detailed damage tables during combat, spells and an Oops! table for spells that are miscast, and a detailed guide to running an AFF game specifically focusing on dungeon adventures. Also in the book are two adventures. The first AFF adventure entitled “Tower of the Sorcerer” is a small, basic dungeon crawl which presents a easy introduction to the rules. The second adventure “Revenge of the Sorcerer" is far longer and offers the opportunity to explore Port Blacksand and the sewers beneath.


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Now you and your friends can create your own fantasy movies! Imagine that you are the director and your friends are the cast of heroes. Will you send them to battle with the evil wizard or recover the Dragon's hoard? The choice is yours, and Dungeoneer makes the exciting world of fantasy role playing accessible in a thoroughly user-friendly manner. You can start straight aw Now you and your friends can create your own fantasy movies! Imagine that you are the director and your friends are the cast of heroes. Will you send them to battle with the evil wizard or recover the Dragon's hoard? The choice is yours, and Dungeoneer makes the exciting world of fantasy role playing accessible in a thoroughly user-friendly manner. You can start straight away and introduce more complex rules and scenarios as you and your friends gain experience as director and actors. So, are you ready? Then let the cameras roll... This Fighting Fantasy volume was the first in the long-awaited Advanced Fighting Fantasy (or AFF) series building upon the foundations laid in the Fighting Fantasy™: Introductory RPG by Steve Jackson. The introductory book is aimed at the novice role-player who is also a fan of the Gamebook series and introduces the basic rules of the AFF system, including the introduction of Special Skills that a player can specialise in (such as Climb or Magic Lore), more detailed damage tables during combat, spells and an Oops! table for spells that are miscast, and a detailed guide to running an AFF game specifically focusing on dungeon adventures. Also in the book are two adventures. The first AFF adventure entitled “Tower of the Sorcerer” is a small, basic dungeon crawl which presents a easy introduction to the rules. The second adventure “Revenge of the Sorcerer" is far longer and offers the opportunity to explore Port Blacksand and the sewers beneath.

30 review for Dungeoneer

  1. 5 out of 5

    Allan Olley

    This book is a relatively complete introduction to the Advanced Fighting Fantasy roleplaying game system adapted and added to from the solo choose your own adventure style Fighting Fantasy game books by Steve Jackson (the British one) and Ian Livingstone, for those wishing to lead a group through some adventures. A previous book (Fighting Fantasy: the Introductory Roleplaying Game) had introduced an even simpler set of rules. This book adds a specialized skill system (before there was one generi This book is a relatively complete introduction to the Advanced Fighting Fantasy roleplaying game system adapted and added to from the solo choose your own adventure style Fighting Fantasy game books by Steve Jackson (the British one) and Ian Livingstone, for those wishing to lead a group through some adventures. A previous book (Fighting Fantasy: the Introductory Roleplaying Game) had introduced an even simpler set of rules. This book adds a specialized skill system (before there was one generic skill stat) and a magic system (some Fighting Fantasy games included spell casting, notably the Sorcery series). However only about half of it is rules for running a game. The rest consists of laying out two basic (interrelated) adventures, including some premade characters for players to use on their first adventure. The central metaphor for the adventures detailed and how to run a game in general is that of a movie, the person running the game (what in other games is called the game master or dungeon master) is called the director. The player characters are the stars of the show and each section of the scenario describes location, plot summary, props (suggestions for aids to help set the scene etc.), cast list (monsters and non-player characters the character may encounter, there stats and attitude etc.) and action (what will or can occur in this part of the scenario). In this system there are three stats Skill, Stamina and Luck. This system adds the complication that the player can give his character certain specialized skills such as facility with a weapon at a higher rate then there base skill and sneaking. There are over 33 skills including about 13 skills which are simply facility with different weapons. The most complicated skill is the magic skill and associated spells. Another complication are rules for rolling for damage in combat and ranged weapons. Other game books for this system (like Out of the Pit) do not take into account these rules. There are a few summary descriptions of monsters that get a longer description elsewhere (Out of the Pit), a list of prices for common items (a longer list is found in the book Titan), likewise there is a random treasure table similar to one from Out of the Pit. The writing is punchy and generally easy to understand (the idiom is British English so a few turns of phrase may strike someone from North America etc. as odd). I am not sure how well it prepares someone (the director) for running a game, but all the basic material is there and it seems like it could work. Such a minimalist game design hopefully reduces the complexity of running the game, but may require a lot of the director's improv abilities. The ideal suggested by the book may be a bit inflexible (the director seems encouraged to railroad the players down a single path, rather than allowing them to play off the scenarios described in unexpected ways). The book is peppered with illustrations, some good, some a bit rough and some repeated many times. Less illustrations than some of these books but still a fair number.

  2. 5 out of 5

    Jason Pym

    Whereas the original Fighting Fantasy: The Introductory Role-playing Game book by Steve Jackson turned the choose your own adventure rules into a role playing game without adding much except advice and a couple dungeon adventures, Dungeoneer fleshes out the rules enough to get you past your third session. This is a complete, self contained rule set, perfect level for primary/elementary school age first-time rpg players. The Fighting Fantasy game system is very, very simple. Combat is 2d6 plus you Whereas the original Fighting Fantasy: The Introductory Role-playing Game book by Steve Jackson turned the choose your own adventure rules into a role playing game without adding much except advice and a couple dungeon adventures, Dungeoneer fleshes out the rules enough to get you past your third session. This is a complete, self contained rule set, perfect level for primary/elementary school age first-time rpg players. The Fighting Fantasy game system is very, very simple. Combat is 2d6 plus your Skill score (called Attack Strength) versus the monster’s 2d6 plus Skill score, highest wins. For all other tests of Skill (climb, bribe, detect traps) roll 2d6 under your Skill. Dungeoneer adds to this Special Skills, so for combat this would mean rolling 2d6 plus Initial Skill plus your weapon skill (sword, javelin etc) on top of that – the usual range for Special Skills is 1 – 4, with 4 being ‘master’ level at which you can teach others. As written only combat is done with these kinds of opposed rolls, everything else is still the standalone roll 2d6 equal or under the Skill number, just that now you can have extra points in a specialisation (locksmith, riding a horse, etc). However, as introduced in the excellent Troika!, a rpg based on Fighting Fantasy (and available as a free pdf), it’s much better to make the Special Skills opposed rolls wherever possible. So if you’re chasing someone roll 2d6 + Skill + Run versus their 2d6 + Skill + Run, highest wins. Or for something like lock picking you can choose a skill level of the lock smith and roll against that. Using the roll under FF rules often doesn’t make sense as it doesn’t take account of external factors; much better to have Disguise versus the Awareness of the person you’re trying to fool, rather than a blanket roll under Disguise, which feels strangely dislocated from the rest of the world, even when applying penalties and bonuses. And there are lots of lists here penalties and bonuses to Special Skill rolls, but I can’t imagine ever using this level of detail in such a simple system. It’s easier as a games master just to remember -6 for impossible through to +4 for very easy, and use that. In Dungeoneer new rules are given for player characters to use Magic, and is treated as a single Special Skill (so any spell you attempt will be 2d6 rolling under Initial Skill + Magic), with the penalty that every point you take in Magic deducts one point from your Initial Skill. I think this is to reflect that wizards should be the kind of people that have sequestered themselves in lonely towers dedicating their lives to the pursuit of esoteric knowledge, making them physically weak and incapable. But it’s not much fun (the above mentioned Troika! treats each spell as a separate skill and there is no Initial Skill penalty – this works much better). Casting a spell costs Stamina (you start with 2d6 + 12 Stamina), and spell costs range from magically locking a chest (Lock, Stamina cost 1) to instant death (Death, cost 10). Starting characters can’t learn spells that cost more than 4 Stamina – this is important, otherwise they’ll be overpowered. Some of the spell Stamina costs are off, Mirror Selves for example is way too powerful. Dungeoneer does include the Oops table, which is a great addition. On a fumbled Magic roll (rolling a double 6, a 3% chance), roll on the table to find what horrible magical disaster occurs – this could range from the ridiculous (the caster’s hair grows rapidly and uncontrollably) to the deadly (all that’s left of the wizard is a pair of smoking boots). All good stuff. In fact I’d add much more critical and fumble tables, for combat too. You can also play a non-human now, an elf or dwarf. There are no bonuses to choosing a non-human, but there are restrictions (dwarves must take 1 Special Skill point in Axe, Underground Lore and Dark Seeing, for example). Weapon damage has been improved - rather than do the plodding 2 points of damage as per the original FF rules, now you roll a die on a damage table. However weapons only usually do an underwhelming 2 – 4 damage, so there’s not much fun in rolling it. Now when you test for Luck in combat you add two to the damage roll rather than doing 4 points of damage total. You are assumed to be wearing armour, if not then 2 is added to the damage roll. Shields reduce the damage roll by 2 but also Weapon Skill (I assume they mean Attack Strength) by 2, which makes them a liability, no one will be using shields. Often characters fight multiple opponents, a whole pack of goblins or whatever, it’s something that comes up a lot. The rule here for fighting multiple opponents is that you choose one enemy to actually engage with and do damage to, the rest you still roll and compare Attack Strength but only to see if you take damage or not. There is a Skill penalty for each additional opponent, so if you’re fighting three bad guys that would be at -2 to all Attack Strength rolls. If the player is fairly seasoned and competent, and there are multiple low level enemies, this can get really tedious. Troika! deals with this much better introducing a new initiative system – tokens are drawn from a bag, participants have multiple tokens. This means you could be attacked by the goblins three times and not get to act at all, or you could cut down two goblins before they can choose to do anything. This improves things no end. Dungeoneer also introduces experience points, one to three per adventure. They can be spent on 10 xp per one point of Initial Skill, and I wouldn’t even allow that to be honest – player abilities escalate too quickly and then everything becomes a walkover. Better to keep Initial Skill static, and just let them improve Special Skills (at 1 xp to 1 point of Special Skill). Player character power is already a big problem in Fighting Fantasy – just look at the sample PCs at the back of the book, all bar one have skills in the 10 – 12 range. That means these starting characters have a 92 to 100 per cent chance to succeed before they’ve wandered into their first adventure. That’s just a games master headache waiting to happen, better to scale it all down. At the back of the book we get six pages of monsters, each given one line of stats and one line description. Nothing exceptional here, but gives a decent framework so you can come up with your own. There are two adventures included, the first Tower of the Sorcerer is a linear dungeon crawl (single rooms off one corridor), with a twist at the end. Fun. The second one Revenge of the Sorcerer is linked to the first, and in two parts: A city adventure in Port Blacksand followed by another dungeon. Running a city is tough, but they make it workable – there are a few key locations the PCs are led to, and there are a few random encounters (city guards, urchins, that kind of thing) to make the city come alive. It worked fine for us, and has become a base of operations now – Port Blacksand is properly fleshed out in the next book in the series. The second dungeon is not great, and if I ran it again I would completely rewrite it. There is a little bit on what the adventurers do outside the dungeon, having their own base of operations and getting a regular job, how to design adventures and campaigns. All very basic stuff, but also important. This, along with the new rules for magic, special skills and experience, make Dungeoneer everything the original Fighting Fantasy book should have been - a light hearted bog standard fantasy rpg good for at least one campaign.

  3. 5 out of 5

    Thomas Müller

    Allright add-on. No more, no less.

  4. 4 out of 5

    Odhran

    OK, so the rules are pretty crap, and the "it's a film" gimmick doubly so. But it is a cool world-building whatsit, and that's pretty much what I look for in a gaming book. OK, so the rules are pretty crap, and the "it's a film" gimmick doubly so. But it is a cool world-building whatsit, and that's pretty much what I look for in a gaming book.

  5. 5 out of 5

    Dean Marks

    "Dungeoneer" is a table top role playing game based on the popular "fighting fantasy" books by Steve Jackson and Ian Livingstone. It is fun, easy to learn and a good starting place for children or adults new to table top role playing games. You will find it especially easy to learn if you have ever read/played through any of the "fighting fantasy" books as it uses many of the same rules. As well as the rules and charts you will need to play the game the book also provides information on creating "Dungeoneer" is a table top role playing game based on the popular "fighting fantasy" books by Steve Jackson and Ian Livingstone. It is fun, easy to learn and a good starting place for children or adults new to table top role playing games. You will find it especially easy to learn if you have ever read/played through any of the "fighting fantasy" books as it uses many of the same rules. As well as the rules and charts you will need to play the game the book also provides information on creating your own adventures and your own characters. It also includes two adventures which will help you learn the rules as you play along, a blank character sheet and six ready to use filled in character sheets (a barbarian, dwarf, elf, wizard, thief and mercenary). Although I do recommend photocopying them or copying them by hand instead of tearing them from the book. Overall it has a fun tone and is a lot easier to learn than most other popular table top role playing games. I highly recommend giving it a shot especially if you are a fan of the "fighting fantasy" books.

  6. 5 out of 5

    Juho Pohjalainen

    As a rulebook it's awfully unbalanced. A single good or bad Skill roll is going to rule just about everything you can do in the game, not only determining how many skills you know, but also how good you are in them and in fighting or everything else! I'm all for 3d6-in-order, but this is ridiculous. It and its sister books do flesh out the world of Titan, though, and I like to set games in there - even if I tend to use other systems. As a rulebook it's awfully unbalanced. A single good or bad Skill roll is going to rule just about everything you can do in the game, not only determining how many skills you know, but also how good you are in them and in fighting or everything else! I'm all for 3d6-in-order, but this is ridiculous. It and its sister books do flesh out the world of Titan, though, and I like to set games in there - even if I tend to use other systems.

  7. 5 out of 5

    Adam Cleaver

    Not a story. This is a rule book for creating your own Fighting Fantasy world games. A bit like a simple D&D book.

  8. 5 out of 5

    Sharon Shaw

  9. 4 out of 5

    Damian May

  10. 5 out of 5

    Matt

  11. 5 out of 5

    Brian Michaluk

  12. 4 out of 5

    Karl Hickey

  13. 5 out of 5

    Bradley

  14. 5 out of 5

    Alan Lamounier

  15. 5 out of 5

    Hel Gibbons

  16. 4 out of 5

    Thrown With Great Force

  17. 4 out of 5

    Sonny

  18. 4 out of 5

    Marc

  19. 4 out of 5

    James

  20. 5 out of 5

    Neil B

  21. 4 out of 5

    Michael Morales

  22. 4 out of 5

    John Dodd

  23. 4 out of 5

    Me

  24. 4 out of 5

    Frouk

  25. 5 out of 5

    Simon Forsyth

  26. 4 out of 5

    Phil

  27. 5 out of 5

    Dr David Beck

  28. 5 out of 5

    Aidan Hennessy

  29. 5 out of 5

    Richie Stevens

  30. 4 out of 5

    Michael

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