287:(AD&D), saying, "in the case of any new role-playing game nowadays, any rating on review has to take account, not just of objective judgment of the game but also of its likely impact on a market which is already dominated Whether you are likely to enjoy the game-system is not entirely the point: the question is - will the game-system contain enough material which fits your personal taste to the extent that it tempts you away from whatever system you are using at present I believe that the
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is dismal — hopelessly derivative, awkwardly written, and virtually unplayable." Swan concluded by giving the game a very poor rating of 1.5 out of 4, saying, "Oddly enough the book concludes with one of the best solitaire adventures I've ever seen — a clever, challenging scenario that rivals the
33:
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can work. If a referee is willing to put the time into developing a background world, if players can identify with characters who exist only as
Offense, Defense, and Innate Ability, and if people do what they did with the original D&D and put in some necessary reforging on the rules,
415:
solos, and have played each of them more than once (with wildly different results each time). They show that an 'interactive novel' approach to solo adventures is more than workable — it’s the best way to write them. With luck, these will be just the tip of the iceberg.
161:. Unsatisfied with the rules, Dillow wrote his own set of rules and started to run games for his fellow students. After graduation, Dillow and his wife formed Fantasy Productions in 1978, printed 100 copies of the rules as a 44-page book with an orange cover titled
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tries to negotiate the fine line between the simple and the simplistic, but falls on the wrong side. The game should work well when played with the designer and friends, which does not help the several thousand who have not had the luck to meet Mr. Dillow."
126:
The melee combat system uses percentile dice (a random roll from 1–100). The player's character rolls percentile dice and compares that number to the opponent's chance to dodge, and the difference between these numbers determines if the hit is successful.
188:, with 360 numbered scenes. (The player's character is in the city of Queztec'l for a religious festival when General Tezcaloz'l and his minions attack the city, killing everyone they can find. The object of the adventure is to escape from the city.)
354:
is a system with a difference, but not much else. I'm not going to change any of my gaming rules because of this book, which is unusual ·- I almost always find some neat twists in the latest set of rules I've read."
401:
would be a decent, though not outstanding, introductory game. As it is, if Reston continues to show such disregard for basic production quality in its other game publications then the hobby will suffer for it."
165:, and began to sell them a games conventions. The Dillows used their profits to publish a second printing with a cream cover. This brought them to the attention of Twinn K, a maker of
110:
Basic attributes are determined randomly. The player can choose one of four main character classes: warriors, wizards, animal masters, and alchemists (who may make and use firearms).
411:(Issue #68), Robert Plamondon thought the concept of solo adventures introduced in the second edition of the game "works very well indeed." He concluded, "I was impressed by all the
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is a fantasy role-playing game system originally published by
Fantasy Productions in 1978. A second edition in 1981 and several subsequent books were published by
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can be a good game. If the designer would double the size (and price) to give us more background and explain away some of the rules glitches,
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and (in the case of modules) the degree to which these make a significant contribution to material which would be grafted onto a
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397:. If it were professionally edited and extensively rewritten to make parts more clear to those with no knowledge of FRP,
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including two books, five character sheets, and dice. The second edition included a 73-page introductory solo scenario,
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looking to diversify. This partnership enabled
Fantasy Productions to publish a third printing with a color cover.
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did not think this new role-playing system stood a chance in the over-crowded marketplace already dominated by
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warned readers "Don't go out of your way . Although the game has noble intentions as a simpler alternative to
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could be very good. If you like simple abstract systems with which you can tinker to your heart's content,
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thought the system had "unremarkable rules" but was "notable for the high quality of its scenarios".
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Characters gain experience for successful adventures, enabling them to advance in skill levels.
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format." Turnbull concluded by giving the game system a dismal rating of only 4 out of 10.
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solos. Fortunately it can be adapted to other fantasy systems without too much trouble."
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gaming system gained in popularity, additional adventure books were added, including
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rules are too lightweight for that. So my ratings are based on the degree to which
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393:, saying, "There is no reason for either novices or experienced FRPers to prefer
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has something to offer. If you need more than that you might want to wait for
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This article is about the role-playing game. For the subgenre of fantasy, see
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was not impressed by the writing or production values of the second edition
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180:, in 1981 as a 208-page hardcover book, a 208-page softcover book, and a
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system. The game received mixed reviews in game periodicals including
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Plamandon, Robert (December 1982). "Solo scenarios come of age".
690:
Pehr, Ronald (August 1980). "Featured Review: High
Fantasy".
513:
Heroic Worlds: A History and Guide to Role-Playing Games
451:
Heroic Worlds: A History and Guide to Role-Playing Games
711:Swenson, Anders (February–March 1981). "Reviews".
118:Using magic utilizes a spell-point magic system.
642:Pehr, Ronald (August 1980). "Capsule Reviews".
143:The rules include brief monster descriptions.
337:, or stick with the games you already play."
155:, he started to play the original edition of
8:
548:. New York: St. Martin's Press. p. 103.
316:(Issue No. 30), Ronald Pehr commented that "
260:Goldchester: More Adventures in High Fantasy
93:is a fantasy role-playing system similar to
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545:The Complete Guide to Role-Playing Games
422:The Complete Guide to Role-Playing Games
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151:While Jeffrey C. Dillow was attending
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592:"My Amazing High Fantasy Adventure"
248:(a hardcover book containing both
172:A second edition was published by
23:. For the South African film, see
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515:. Prometheus Books. p. 188.
271:In the June/July 1980 edition of
764:High Fantasy (role-playing game)
594:. High Fantasy Books. 2014-06-20
405:In the December 1982 edition of
731:(May 1982). "Capsule Reviews".
284:Advanced Dungeons & Dragons
677:Simulations Publications, Inc.
567:(June–July 1980). "Open Box".
310:In the August 1980 edition of
250:In the Service of Saena Sephar
231:In the Service of Saena Sephar
1:
461:Other reviews and commentary
295:materials will compete with
379:In the May 1982 edition of
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759:Fantasy role-playing games
350:magazine and stated that "
217:Adventures In High Fantasy
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16:Fantasy role-playing game
340:Anders Swenson reviewed
371:#9 and commented that "
669:(July 1981). "Games".
475:(Issue 3, Spring 1981)
469:(Issue 1, Summer 1980)
299:or be compatible with
246:Wizards & Warriors
158:Dungeons & Dragons
95:Dungeons & Dragons
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186:Escape from Queztec'l
35:
443:Tunnels & Trolls
106:Character generation
739:Steve Jackson Games
698:Steve Jackson Games
650:Steve Jackson Games
147:Publication history
25:High Fantasy (film)
176:, a subsidiary of
153:Indiana University
131:Gaining experience
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449:In his 1991 book
419:In his 1990 book
201:Fortress Ellendar
174:Reston Publishing
46:Reston Publishing
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440:best of the
437:High Fantasy
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21:high fantasy
570:White Dwarf
274:White Dwarf
86:Description
55:White Dwarf
753:Categories
598:2015-10-22
540:Swan, Rick
480:References
629:TSR, Inc.
427:Rick Swan
361:reviewed
267:Reception
209:Moorguard
182:boxed set
167:slot cars
741:: 30–31.
652:: 27–28.
542:(1990).
511:(1991).
139:Monsters
101:Gameplay
473:Gryphon
467:Gryphon
432:D&D
305:D&D
301:D&D
297:D&D
242:(1982),
212:(1980).
191:As the
737:(51).
696:(30).
648:(30).
627:(68).
624:Dragon
573:(19).
519:
408:Dragon
262:(1982)
234:(1982)
226:(1981)
220:(1981)
204:(1979)
122:Combat
79:Dragon
76:, and
675:(9).
631:: 77.
577:: 21.
114:Magic
700:: 4.
517:ISBN
344:for
252:and
73:Ares
365:in
97:.
755::
658:^
607:^
583:^
554:^
531:^
488:^
453:,
435:,
256:.)
82:.
70:,
64:,
58:,
601:.
525:.
27:.
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