Hot Best Seller

Fighting Fantasy: The Introductory Role-playing Game

Availability: Ready to download

Fighting Fantasy - the bestselling phenomenon of our time! The world of Fighting Fantasy, peopled by Orcs, dragons, zombies and vampires, has captured the imagination of millions of readers world-wide. Thrilling adventures of sword and sorcery come to life in the Fighting Fantasy Gamebooks, where the reader is the hero, dicing with death and demons in search of villains, t Fighting Fantasy - the bestselling phenomenon of our time! The world of Fighting Fantasy, peopled by Orcs, dragons, zombies and vampires, has captured the imagination of millions of readers world-wide. Thrilling adventures of sword and sorcery come to life in the Fighting Fantasy Gamebooks, where the reader is the hero, dicing with death and demons in search of villains, treasure or freedom. Now YOU can create your own Fighting Fantasy adventures and send your friends off on dangerous missions! In this clearly written handbook, there are hints on devising combats, monsters to use, tricks and tactics, as well as two mini-adventures complete with Games-Master's notes for you to start with. Fighting Fantasy is the ideal introduction to the fast-growing world of role-playing games and literally countless adventures await you!


Compare

Fighting Fantasy - the bestselling phenomenon of our time! The world of Fighting Fantasy, peopled by Orcs, dragons, zombies and vampires, has captured the imagination of millions of readers world-wide. Thrilling adventures of sword and sorcery come to life in the Fighting Fantasy Gamebooks, where the reader is the hero, dicing with death and demons in search of villains, t Fighting Fantasy - the bestselling phenomenon of our time! The world of Fighting Fantasy, peopled by Orcs, dragons, zombies and vampires, has captured the imagination of millions of readers world-wide. Thrilling adventures of sword and sorcery come to life in the Fighting Fantasy Gamebooks, where the reader is the hero, dicing with death and demons in search of villains, treasure or freedom. Now YOU can create your own Fighting Fantasy adventures and send your friends off on dangerous missions! In this clearly written handbook, there are hints on devising combats, monsters to use, tricks and tactics, as well as two mini-adventures complete with Games-Master's notes for you to start with. Fighting Fantasy is the ideal introduction to the fast-growing world of role-playing games and literally countless adventures await you!

30 review for Fighting Fantasy: The Introductory Role-playing Game

  1. 5 out of 5

    David

    It's kinda like an introduction to the Fighting Fantasy gamebook system. It lays out the rules and provide pointers, tips, and examples for readers to craft their own adventure. The system isn't difficult to understand and the sample adventure might be useful for novices of the role-playing genre.

  2. 4 out of 5

    Who

    nostalgia aside, these rpg mechanics are both terrible and unfleshed, and the written adventures aren't much better.

  3. 5 out of 5

    Allan Olley

    If you had no rules for a game (as in a game of "lets pretend") one would be left unable to judge whether or not an action succeeded or the like ("I shot you!" "No I shot you first!" and so on). I will leave to the ludologists what is the easiest game for beginning role playing. This is probably one of the simplest fantasy roleplaying games and so gives an interested neophyte one kind of introduction to the genre. This book lays out a very simple roll playing system, characters have 3 stats: ski If you had no rules for a game (as in a game of "lets pretend") one would be left unable to judge whether or not an action succeeded or the like ("I shot you!" "No I shot you first!" and so on). I will leave to the ludologists what is the easiest game for beginning role playing. This is probably one of the simplest fantasy roleplaying games and so gives an interested neophyte one kind of introduction to the genre. This book lays out a very simple roll playing system, characters have 3 stats: skill, stamina and luck. It codifies and expands the system used by Steve Jackson (not to be confused with Steve Jackson of Steve Jackson games) and Ian Livingstone in their Fighting Fantasy (choose your own adventure-style) books turning it into a fantasy role-playing system. The system is so simple that most of the book actually consists of the two starting adventures (two small dungeons) rather than rules or the like (the rules portion takes up the first 63 page of the 240 page book). The adventures give some sense of how the rules can be applied and how to design adventures. The system is simple, but I do not think it would necessarily be easy to use. The system such as it is leaves much to the discretion or imagination of the GM (such as how to handle how much equipment adventurers can carry). This is good in that it avoids being bogged down with rules for every possible action from scratching an itch on up. However this means it leaves the GM to their own devices on how to deal with almost everything from the dialogue of people the adventurers meet to how much stuff they can fit in their backpacks. There is not exactly a setting for this book or its adventures, although implicitly it is the setting of Jackson and Livingstone's Fighting Fantasy books. Other books details monsters (Out of the Pit) and the history and geography (Titan) of these books in detail. The rules such as they are deal with melee combat and things like opening doors and chests, so lends itself to rather stereotypical and limited of fantasy roleplaying scenarios like exploring a dungeon. One could expand on the rules and concepts to lay out almost any kind of adventure from science fiction to murder mystery but clearly you would need to make up a lot of rules, conventions or the like. In fact as the adventures in the book suggest you need new rules for new situations even if you just want to create more fantasy adventures in the mold of the two in this book (new traps, new items and so on), some more rules expanding on this system can be found in the book Dungeoneer. The book has a lot of black and white artwork (each room described in a dungeon is depicted by a single page) and it is often relatively pedestrian but not really bad, however some pictures are more epic and some more basic or silly.

  4. 5 out of 5

    Jason Pym

    This takes the system that was used in the Fighting Fantasy choose your own adventure books from the 1980s and develops it into a proper table top role playing game for group play. It’s a perfect system for first time primary school (elementary school) age kids to get started on. On top of the basic system from the books (2d6 roll under Skill to complete a task, in combat a contested 2d6 plus Skill, the one with the highest score wins the round), it doesn’t really add anything. If you want to pi This takes the system that was used in the Fighting Fantasy choose your own adventure books from the 1980s and develops it into a proper table top role playing game for group play. It’s a perfect system for first time primary school (elementary school) age kids to get started on. On top of the basic system from the books (2d6 roll under Skill to complete a task, in combat a contested 2d6 plus Skill, the one with the highest score wins the round), it doesn’t really add anything. If you want to pick a pocket, open a locked chest, search a room, it’s all just a basic Skill roll. The book includes two starting adventures, both of which are those non-sensical old school dungeons where each room is a bit of a puzzle and has no logical connection to anything adjacent to it. We played through them and they’re a lot of fun (especially the first one, The Wishing Well). We played some more ‘realistic’ scenarios after this, and to be honest we’re going back to the illogical dungeon crawl as it’s just a lot more entertaining. After we played these adventures the system started to creak a bit, it’s really too simple to be fun for more than a one-shot adventure. To add ‘Special Skills’ (like weapons skills, etiquette, swim etc) get the third book in the series, Dungeoneer, which lays out the rules for ‘Advanced’ Fighting Fantasy. The ineffably good Troika! has the best version of the system, but you might want to keep the bog standard Fighting Fantasy world if you’re audience is ten year olds who haven’t role played before, rather than Troika!’s space fantasy weirdness.

  5. 5 out of 5

    Adam Manning

    The first ever tabletop roleplaying game (as we call them now) I ever played. My brother and my Nan were my players, during a rainy holiday in a caravan in 1985. Great fun!

  6. 5 out of 5

    Adam Cleaver

    Not really a story book, but more of a rules book for creating your own Fighting Fantasy stories for others to play!

  7. 4 out of 5

    Simon Payne

  8. 4 out of 5

    J. D Alemu

  9. 4 out of 5

    Andy

  10. 5 out of 5

    Paul

  11. 4 out of 5

    Graeme Davis

  12. 5 out of 5

    BeyondMusing

  13. 5 out of 5

    Ib Witting

  14. 4 out of 5

    Mac Mathghamhna

  15. 5 out of 5

    Bishopza

  16. 4 out of 5

    Mikael

  17. 5 out of 5

    Eric Leeson

  18. 5 out of 5

    Hiphop Clown

  19. 4 out of 5

    Brewin Brewin

  20. 5 out of 5

    Max BW

  21. 4 out of 5

    Richard

  22. 5 out of 5

    Lewk

  23. 4 out of 5

    Tiago Cattani

  24. 4 out of 5

    Daren

  25. 4 out of 5

    James

  26. 4 out of 5

    Michal

  27. 4 out of 5

    Master

  28. 4 out of 5

    Don

  29. 5 out of 5

    Stephen Wood

  30. 4 out of 5

    John Somers

Add a review

Your email address will not be published. Required fields are marked *

Loading...
We use cookies to give you the best online experience. By using our website you agree to our use of cookies in accordance with our cookie policy.