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[The Fantasy Trip] One-Shot Mini-Campaign

The Wyzard

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I recently came into possession of a copy of Forest-Lords of Dihad, a mini-campaign-style module for The Fantasy Trip. It's a game I've always wanted to get to play or run and haven't had much success with. So, I'm going to take a shot at it. I haven't read the module yet, so...if it's awful, I guess I'll have to rewrite it or something. Therefore at this stage, I think I'm mostly going to be seeing who is interested and talking about how the game works.

Lars Dangly put together a restatement of the TFT rules that we'll be using, so that everyone can have the same page references. On to the way I'm going to structure things.

1. My standard style-guide stuff is going to apply. I'll get into that later, but mostly it's some simple guidelines for making sure everyone stays relatively happy and makes posts that are productive. It'll be posted on the wiki.

2. Wikis are totally essential to PBP games IMO, especially for games that are somewhat detail-oriented, like TFT. It's not a complicated game, but it is a precise one. So we're going to be keeping track of things pretty closely. Just as an example: When you guys find loot, I expect to see posts like "Werner the Warhound puts two of the gold ingots into his pack," and for that to be reflected on the wiki. If you guys don't get it on the wiki, you dumped it. I've seen in other games a lot of confusion about whether anyone is taking any of the stuff, so we're just going to have IC posts that cover it. I don't want there to be confusion or unfairness, but I do want stuff tracked.

3. There are going to be some house rules, mostly related to the way that the party is constructed. Also, I'm going to be slightly more generous about Strength, mostly in that it will be a bit harder to kill wizards. See below.

The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don't actually make you recalculate what weapons and such you can use, and in fact I don't intend to mid-combat. If you're gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You're forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You're unconscious at one strength left, and dead at zero. I'm going to tune this a little bit.

Damage is recorded D&D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We're going to say HP because that's basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.

You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful.

This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character's name in bold, followed by hit point and fatigue totals. I'll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it's essential.​

The second house rule is about character creation and party composition.

It looks like I'm going to have three players. I'm going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human.

Only the principal can take the followers-oriented talents (although they don't have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won't have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don't have the followers-oriented talents, you're going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won't get the boost of 6 extra stat points that your starting principal has. You'd better guard your principal carefully!

You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.​

Because of the way party composition works, I'm going to fiddle with XP a bit.

XP from treasure is divided equally among the whole party. It doesn't matter if a PC is present or not.

Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn't matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.

XP from skill checks and the like accrues to the individual character.​

And starting money.

To avoid a huge amount of fiddling and dice rolling, we're going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won't roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.​

And encumbrance.

Everyone has a coin purse, which takes up a belt slot. It doesn't weigh anything on its own. It lets you carry up to 1kg of coins which don't count against your encumbrance. This is to mitigate bookkeeping somewhat.​

And combat and damage.

No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can't withdraw-then-charge or nonsense like that..

I find that high randomness disfavors PCs. Therefore, I'm mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.​

I'm going to be gone this weekend, but I thought I'd put this up for people to peruse, generate questions about, and otherwise dink around with.

Setting-wise, I do want to have a bit of post-apoc science fantasy stuff, but blackpowder guns bore me so we aren't going to have arquebuses and stuff like that. You might be able to find a laser gun or something if you're lucky. We'll see!
 

Cmdr_Bonehead

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Awesome! I would love to play!

I'll work up a principle and two henchmen over the weekend (probably Sunday). I'm inclined to go with a "cleric" and two of his acolytes, but that's just thinking off the top of my head.
 

The Wyzard

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Awesome! I would love to play!

I'll work up a principle and two henchmen over the weekend (probably Sunday). I'm inclined to go with a "cleric" and two of his acolytes, but that's just thinking off the top of my head.
Aight. I'm probably not going to do much divine intervention stuff, so if you want magic, take spells.

I'm here. Do you mind posting a link to Dangly's rewrite?
I'll get it to you once I'm back at my desk.
 

spaceranger

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GAR! I'd love to play this FtF but being in 3 PbP games already I think I have to, sadly, pass. :( I'll be following this one though. Cheers.
 

Cmdr_Bonehead

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Apparently, I was mistaken: I'm not going to wait until Sunday to make my characters

Aight. I'm probably not going to do much divine intervention stuff, so if you want magic, take spells.
Of course.

Here they are:
Principle
ST 13
DX 14(12)
IQ 11
MA 10(8)

Armor: Leather(-2), Sm Shield(-1)
Ready Weapon: Mace(2d6-1)
Slung Weapon:

Talents/Spells: (11)
7 Axe/Mace(2), Shield(1)
8
9 Aid (T/-)(3), Charisma(2)
10 New Followers(2)
11 Tactics(1)
12
Learning: Persuasiveness(11,3), Horsemanship(8,1), Literacy(9,1)

Equipment:$180 (5 x $36 - journeyman wizard)
Mace $40 3kg
Sm Shield $30 5kg
Leather Armor $100 8kg

Henchman #1
ST 10
DX 12
IQ 10
MA 10

Armor:
Ready Weapon: Dagger
Slung Weapon: Dagger

Talents/Spells:(10)
7 Knife(1)
8 Literacy(1), Thrown Weapons(2)
9 Alertness(2), Detect Traps(2)
10 Thief(2)
Learning: Acrobatics(10,3), Recognize Value(9,1), Master Thief(12,2)

Equipment: $500 (5 x $100 - petty thief)
Dagger x2 $20 .2kg

Henchman #2
ST 10
DX 11(9)
IQ 11
MA 10(8)

Armor: Leather(-2)
Ready Weapon: Horse Bow(1d6)
Slung Weapon: Cutlas(2d6-2)

Talents/Spells: (11)
7 Bow(2), Sword(2)
8
9 Missile Weapons(3)
10 Naturalist(2), Tracking(1)
11 Woodsman(1)
Learning: Physicker(11,2), Animal Handler(9,2), Monster Followers I(11,2)

Equipment: $150 (5 x $30 - forester/hunter/trapper)
Horse Bow $30 2kg
Arrows(20) $20 .5kg
Leather Armor $100 8kg
 

The Wyzard

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Well, hold off on getting attached to characters. If we have a lot of players, I might have less than three PCs per player.

...

Also, random note. Principal =/= principle.
 

Glyptodont

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I have too much on my plate to play in another game right now, but since The Fantasy Trip was the very first RPG I ever owned and played, I shall follow this thread with great interest. :D
 
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