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for each law being broken, the difficulty being dependent on the degree to which the law is being broken. If the player is not very successful, the character will either have to pay a cost in Magic Points, or if the character has no Magic Points, the player rolls dice to determine a Major Mishap that will inflict the character.
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with no chapter headings, and a writing style that "ranges from mildly difficult to nigh impossible to read in places, and evinces a near complete lack of awareness of the simplest technical writing tricks to make text easy to comprehend. The thing that bothers me most about this is that the creative ideas included in the game
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Spirit). The tougher the character or opponent, the more adjectives are contained in each list. Each time a creature takes damage, one of the adjectives is marked off. When the last adjective has been removed, the creature is dead. There is also a completely separate combat system for battling dragons.
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There are no exact weapons in this game, only the character's combat skill. There are no hit points — both characters and their opponents have a list of adjectives describing their health, divided into four columns corresponding to the severity of the wound received (Bruise/Cut; Bleeder; Vicious; and
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Smith found the game "amazing in its inventiveness." He liked the outward appearance of the packaged game, but found the titles of the three books too ambiguous, with lack of clarity as to which one he should read first. Smith found a certain "lack of polish" in the product, with small, dense text
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Rather than casting a pre-printed spell, the player simply tells the referee what effect is desired, and which of six "laws of nature" is being broken. The referee judges if the request is reasonable, and decides to what degree the laws of nature are being broken. The player then makes a skill roll
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Characters gain a new level or stage for each adventure completed successfully, and choose advancement in any one of the four beginning professions. If a player chooses to advance the character along the same profession path, the character can reach the highest possible level after as few as eight
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game should be part of every serious role-player’s library. The magic system, dragon battle system, mission generator, and encounter generator can be adapted very easily to any other fantasy role-playing game, and that FRPG will be the richer for it ... Despite my complaints about the game’s
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There is no list of equipment to choose from -- characters are assumed to have the proper equipment for each adventure. If a character needs a particular piece of equipment for a certain situation, the player rolls a skill check to see if the character remembered that piece of
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Skills have four categories: Gifted; Learned; Practiced and
Patient; and Physical and Combat. For a character to complete a task, the referee assigns a Difficulty to the task (Simple, Difficult, or Tasking), and the player rolls two eight-sided dice to determine success.
164:(1992) were part of a movement of "'free style roleplay' games" in the early 1990s, "early 'indie' efforts that tried to break free of the old clichés of RPGs and instead offer more story-oriented games."
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Players then choose one of six Traits for the character from: Bold, Clever, Energetic, Magical, Methodical, and Rugged. Players also roll an eight-sided die to determine if their character has any other
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Rather than choosing an exact weapon, players choose a combat skill from a descriptive list such Hero's Great Weapon, Ranged Power Blow or Foul Blow.
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Players choose one of four professions for their character: Footman (soldier), Bumpkin (duelist), Street Urchin (thief) or
Student (mage).
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was designed by George Rahm and Joseph
Hillmer, with cover art and interior illustrations by Todd Pickens. The game comes as three books:
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The game also includes a tarot deck printed on three letter-sized pieces of cardstock, and a referee's screen.
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adventures. Moving a character from profession to profession will slow the rate of advancement down.
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better presentation." Despite these problems, Smith believed that "The
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212:(March 1992). "Role-playing Reviews".
160:and another game by the same company,
274:Role-playing games introduced in 1990
145:presentation, I highly recommend the
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26:is a role-playing game published by
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235:Designers & Dragons: The '80s
154:Designers & Dragons: The '80s
156:, Shannon Appelcline noted that
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125:In the March 1992 edition of
48:39 page scenario design book
233:Shannon Appelcline (2014).
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269:Fantasy role-playing games
51:52-page encounters book
178:#26 (April/May, 1991)
85:Character advancement
239:Evil Hat Productions
64:Character generation
248:978-1-61317-081-6
152:In the 2014 book
45:42-page rule book
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94:Skill resolution
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28:Better Games
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34:Description
263:Categories
183:References
175:White Wolf
80:equipment.
220:TSR, Inc.
121:Reception
30:in 1990.
222:: 84–86.
59:Gameplay
218:(179).
168:Reviews
162:Era Ten
149:game.
138:deserve
73:Traits.
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215:Dragon
158:Barony
147:Barony
142:Barony
128:Dragon
103:Combat
39:Barony
23:Barony
112:Magic
243:ISBN
18:Game
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191:^
251:.
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