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magazine, and stated that "Lands of
Adventure is definitely not for the beginner as the amount of 'freedom' would almost certainly leave them floundering. If on the other hand you are a veteran gamer who enjoys perusing new games systems and has a few pounds to spare then this is a must."
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really shines, containing scholarly, entertaining discussions of Greek and
English settings that could be easily adapted into other role-playing systems." Swan concluded by giving the game a rating of 2.5 out of 4, saying, "While it's unlikely that the role-playing rules of
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might prove a good buy for any FRPGers who don't consider themselves experts on the specific cultures covered. As for the game itself, Lee Gold admits in the introduction that it isn't the perfect FRPG. But then, what is?"
161:, game critic Rick Swan was a bit puzzled by some of the character generation rules, and found the combat and magic systems "adequate but routine." But the Culture Packs describing historical settings "is where
71:, who advance by improving in their chosen skill areas. Magic is divided into types that correspond to character abilities. A priest must attract his deity's attention if he wants to perform a miracle.
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noted, FGU's plan was to publish more
Culture Packs for various historical eras, "However, the game drifted out of print before the concept could be fully explored, making
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is a role-playing system designed for use with historical settings rather than fantasy worlds. The rules ae "generic" β not tied to a specific game such as
120:#58, giving it an overall rating of 5 out of 10, and stated that "Coupled with the expensive price it is a classic case of far-too-little, far-too-late."
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will replace anybody's favorite fantasy game, the
Culture Pack material might be worth a look for referees with an interest in the featured eras."
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64:. The game comes with two "Culture Packs" that give details of specific historical settings, specifically mythic Greece and medieval England.
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41:(FGU) in 1983. Although similar to fantasy role-playing games in its scope, the suggested setting is historical rather than pure fantasy.
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with a 32-page rulebook, a 28-page "Culture Pack", a sample character record sheet, and dice. As game critic
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Although players can create characters who are giants, elves, dwarves or animals, the emphasis is on human
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No. 71. Barton commented that "for its
Culture Packs alone
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Heroic Worlds: A History and Guide to Role-Playing Games
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Barton, William A. (NovβDec 1984). "Capsule
Reviews".
102:a good idea that really never got off the ground."
241:. New York: St. Martin's Press. pp. 117β118.
338:(review) (24). TSR Hobbies (UK), Ltd.: 40β41.
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287:Clyne, Richard (October 1984). "Open Box".
238:The Complete Guide to Role-Playing Games
158:The Complete Guide to Role-Playing Games
332:Hunter, Chris (March 1985). "Notices".
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366:Role-playing games introduced in 1983
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37:is a role-playing game published by
266:. Prometheus Books. p. 73-74.
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90:, and was published by FGU as a
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356:Fantasy Games Unlimited games
202:Shannon Appelcline (2011).
123:William A. Barton reviewed
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361:Fantasy role-playing games
16:Tabletop role-playing game
206:. Mongoose Publishing.
204:Designers & Dragons
110:Richard Clyne reviewed
39:Fantasy Games Unlimited
184:#36 (Sept./Oct., 1984)
141:Chris Hunter reviewed
55:Dungeons & Dragons
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319:Steve Jackson Games
86:, with a cover by
75:Publication history
168:Lands of Adventure
163:Lands of Adventure
143:Lands of Adventure
135:Lands of Adventure
125:Lands of Adventure
112:Lands of Adventure
100:Lands of Adventure
80:Lands of Adventure
50:Lands of Adventure
34:Lands of Adventure
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213:978-1-907702-58-7
155:In his 1990 book
69:player characters
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45:Description
350:Categories
233:Swan, Rick
189:References
106:Reception
96:Rick Swan
92:boxed set
61:RuneQuest
262:(1991).
235:(1990).
84:Lee Gold
335:Imagine
148:Imagine
317:(71).
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321:: 45.
268:ISBN
208:ISBN
145:for
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127:in
58:or
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303:^
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216:.
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