sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,744
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Oct 13, 2019 11:30:46 GMT
I am singularly impressed by the amount of 'obstacles' you and your friends have to overcome. In this case, even though it may have been a genuine roll, it is always a terrible idea to make a rolled up character without the DM seeing it, as your friend has experienced, and I don't blame the DM for forcing a reroll. Nevertheless, in either case, the DM should scale the battles and challenges in his adventures accordingly to suit the hero. If you have a good DM he should know to do this anyway. The DMs task is to design a fun, challenging adventure and not kill off the heroes as soon as possible. In short, for an RPG, ANY rolled up hero should be playable provided you have a decent DM.
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Post by jmisbest on Oct 14, 2019 17:54:30 GMT
In my FF Epic I'm thinking of A Spell that can summon FF Versions of The Shadowkhan from The Jackie Chan Adventures. So tell me what Stamina Cost would you suggest for these 3 variants?. Naturally their attacks are magical and they themselves can only be harmed by magic
Regulars are summoned in groups of 4, they have Skill 10, Stamina 12 and at the start of a fight if their are less foes then their are of them then the spares will hit 1 foe for 2D2 Damage and no matter how long or how short the fights are they fight for 2 Fights
The Shark Variants are summoned in groups of 2 and while they only have Skill 6, Stamina 1 and only fight for 1 round if they win that round they auto kill any foe that isn't A Deamon, A Liche, A Vampire, Animated Construct or Elemental, even a foe that is A Adventures final and/or main foe
The Mantis Variants are summoned in groups of 3, have Skill 11 and Stamina 13 and can attack up to 3 separate foes per round, but their Skill is reduced to 9 if fighting 2 separate foes and their Skill is reduced to 7 if fighting 3 separate foes and no matter how long or how short the fight is they fight for 1 Fight
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Post by jmisbest on Oct 14, 2019 19:26:10 GMT
In my Solo FF RPG if I do Bloodbones do I need to use The Bone Sword who is named Nightdeath that you get during the adventure to have a chance of defeating Quezkari? or do you think that any Magic Weapon from A Prior Adventure would be able to harm him?
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Post by jmisbest on Oct 14, 2019 20:02:53 GMT
I'm near the end of A 2 Year plan to write A Super-Hero Saga based on using most of The Earth and Earth like Fighting Fantasy Books and others. Here it is. What do you think?
First off its got me using The Silver Crusader in Appointment With FEAR and its two Fan-made Sequels as well as eventually doing modified versions of House of Hell and Freeway Fighter If I can find the time I'll also do modified Fighting Fantasy Versions of Carwars Books 1 and 2 as well as 1 day doing modified Fighting Fantasy Versions of Joe Devers Freeway Warrior Books
And If I can find the time I may even try to do A Version of Blood of The Zombies that uses travel to alternate realities and also if I can find the time I may even try to do A Version of Rebel Planet that uses travel into the far future
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Post by jmisbest on Oct 16, 2019 15:58:04 GMT
For the benefit of my Solo Fighting Fantasy RPG con you tell me if you think that creatures like Vampires, Liches, Elementals and Deamons gain enough magical power from simply existing to harm each other without magic and/or magical weapons?
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Oct 16, 2019 16:48:29 GMT
For the benefit of my Solo Fighting Fantasy RPG con you tell me if you think that creatures like Vampires, Liches, Elementals and Deamons gain enough magical power from simply existing to harm each other without magic and/or magical weapons? A demon is the most magical being. Not a fucking demon like in forest of doom, but a real demon like in House of Hell.
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Post by schlendrian on Oct 16, 2019 18:49:51 GMT
You don't harm vampires by magical means but rather by some specific objects, especially holy stuff. Therefore, even if we do count vampires as magical beings they would still need stakes to kill one another.
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Post by Pete Byrdie on Oct 17, 2019 5:58:37 GMT
I think the vulnerabilities of such creatures is probably intrinsic to them. Vampires would need to stake each other. But being magical beings, perhaps with extra knowledge of each other's weaknesses, they may know magic unknown to humans that will affect other magical creatures.
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Post by schlendrian on Oct 17, 2019 17:26:16 GMT
Intersting point. At least demons are known for possessing knowledge unavailable to mere mortals so could very well know about weaknesses of other magical creatures beside the usual ones. Same could go for liches.
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Post by a moderator on Oct 17, 2019 23:39:21 GMT
You don't harm vampires by magical means but rather by some specific objects, especially holy stuff. Therefore, even if we do count vampires as magical beings they would still need stakes to kill one another. In Vault the vampire can be harmed (but not killed) by magical weapons - indeed, you need to have one in order to incapacitate him for long enough to be able to stake him. It's also possible to learn a spell that's specifically designed to harm vampires.
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Post by Pete Byrdie on Oct 20, 2019 13:32:18 GMT
Holes in the details which could be filled by an inventive games master might include the reasons why staking a vampire is a weakness. I assume it's an idea developed in literature and movies from the traditional practice of staking a corpse in its coffin to prevent it from walking abroad again as a ghost, vampire or whatever kind of revenant local tradition includes. Obviously, this doesn't work as an explanation for fantasy vampires, leaving us with a question as to why staking a vampire through the heart with wood (or iron) is somehow more deadly than cutting it with a sword.
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Post by thealmightymudworm on Oct 20, 2019 15:04:37 GMT
Holes in the details which could be filled by an inventive games master might include the reasons why staking a vampire is a weakness. I assume it's an idea developed in literature and movies from the traditional practice of staking a corpse in its coffin to prevent it from walking abroad again as a ghost, vampire or whatever kind of revenant local tradition includes. Obviously, this doesn't work as an explanation for fantasy vampires, leaving us with a question as to why staking a vampire through the heart with wood (or iron) is somehow more deadly than cutting it with a sword. I read somewhere that part of the point of using a wooden stake is that the vampire's dead (though functioning) heart is vanquished by conflicting with the life in the living weapon that is the stake. This would seem to imply that the stake has to be recently cut from living wood (in one of my minis a potential stake is described as 'recently made' for that reason).
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Post by a moderator on Oct 20, 2019 15:56:24 GMT
The stake in Vault is silver-tipped and has been blessed by a holy man. The runes carved on the one used in Caverns may have something to do with why that one works. As for FF's other stakable vampires - who knows?
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Post by Pete Byrdie on Oct 21, 2019 5:58:26 GMT
Those kinds of details can bring a game world to life, and sometimes add plot elements that open up options for stories.
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Post by jmisbest on Oct 25, 2019 2:10:14 GMT
Just for a laugh I've decided to be in A original edition Advanced Fighting Fantasy Campaign as A Player for the 1st time, have generated my character and as I'm a novice at this want suggestions for the type of person he is, his likely personality, his outlook on life, his attitude towards things, thinks to have him say, do and ways he may act and just general Roleplaying Ideas? for A Guy who hasn't been A Player in A RPG since 98 and has never been 1 in A Fantasy RPG. Please help. Thank you
I generated A very powerful Skill 6+6 or 12, Stamina 12+5+4 or 21, Luck 6+4 or 10, Faith 1D3 or 3, Honour 1D2 or 1, Presence 1D2 or 2 and Resolve 2D6+1 or 11 Character Skills wise choose to take 4 points in Magic, 2 points in Healing and 1 point each in Climb, Disguise, Mounted Combat, Swim, Sword and Tracking
That gives me stats equal to Skill 8, Stamina 21, Luck 10, Faith 3, Honour 1, Presence 2 and Resolve 11 and Skills equal to Magic 12, Healing 10, Climb 9, Disguise 9, Mounted Combat 9, Swim 9, Sword 9 and Tracking 9
For my 12 Stamina Cost worth of Spells and I choose All Heal/4 Stamina Cost, Sleep/2 Stamina Cost, Summon/2 Stamina Cost, Befuddle/1 Stamina Cost, Ignite/1 Stamina Cost, Stamina/1 Stamina/1 Stamina Cost Stamina Cost and Strength/1
And
As normal with this GM he starts with 1 Sword, 1 Leather Armour, 1 set of clothing, 1 backpack, 1 bedroll, 1 set of map making gear, 1 set of campfire making gear, 1 set of cooking gear, 3D6 or 15 Gold Coins, 1D2-1 or 1 of both Riding Horse and Pack Mule, 3D2+6 or 11 meals worth of food and 1 Magic Potion -I choose Stamina
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Post by jmisbest on Oct 25, 2019 6:50:28 GMT
I'm toying with A Epic FF Campaign that will combine The Fantasy and Sci-Fighting Fantasy Books with inspiration from The Falcon Books and even allowing some Grailquest, Lone Wolf and Freeway and Carwars Adventures. Here's how. What do you think
4 Characters at first. All with A Single Player and all with pre-set stats
The 3 that are subordinate to the leader have 3 set stats. 1 has Skill 12, Stamina 19 and Luck 9, 1 has Skill 9, Stamina 23 and Luck 9 and 1 has Skill 9, Stamina 19 and Luck 12 The Main Character counts as having rolled 4 5’s or Skill 11, Stamina 22 and Luck 11
Techno Stuff that replicates the effects of the following each. They’ve all got A Magic Pouch of Cash that’ll cover all expenses, including new Gear, A Magic Mace that has no powers but can harm foes that can only be harmed by magic and A Magic Pot that’ll provide them with more food and drink then they’ll ever need
They’ll also get more Techno stuff that replicates the effects of the following 1 goodie. They also all have A Bag of Unlimited Contents that can hold everything they’d ever want and then some
Do a good enough job and you can get stuff from The Museums that pioneering in the old days but has been obsolete by your time
When they achieve A Great Thing they will have others send back in time to aide them. But its kind of like A Minor Department getting new members
Basically they’re The Fighting Fantasy Version of The Time Police from The Falcon Books where the crook stopped the hero of a adventure save the day and they’ve got to go back in time and do it themselves
As well as that they'll also be the odd time when the 3 of them, maybe with help, travel to and help out the cops and/or civilian out on other, often newly discovered, planets This will even justify Rebel Planet, Rings of Kether, Star Striders, Robot Commando and Sky Lord as variants on newly discovered planets, in the characters time
And
Not to mention going back in time on worlds other then Fighting Fantasies to do Grailquest, Lone Wolf, Freeway Warrior and Carwars Gamebooks in A Mostly FF Campaign
So what do you think?
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,744
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Oct 29, 2019 17:06:33 GMT
I'd say you're dealing with a tad too many things.
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Post by jmisbest on Oct 31, 2019 13:35:11 GMT
I've generated a character for A Solo Fighting Fantasy RPG I'm doing but he's super-powerful and since The GM saw me knows I did it fairly. So how can I play yet still have fun with A Super Character?
When rolling for my characters 7 of The 11 dice came up 6’s, none of the others came up less then A 3 and that netted me a character with Skill 6+6 or 12, Stamina 2 6’s +12 or 24, Luck 6+6 or 12, Faith 6 for A 3, Honor 4 for A 2, Presence 6 for A 3 and Resolve A 5 or 11 and for starting Gold A 2 6's and A 3 +12 or 27 Gold
Also this is a different question from a similiar 1 a week or 2 back as the last 1 was in relation to a similiar situation a friend had and this 1 in is relation to me
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Post by jmisbest on Nov 1, 2019 7:27:09 GMT
I've taken over, for a while, A Solo FF RPG from A Fellow GM and want your advise on something. Can you help?. Any and all hints, tips thoughts and advise more then welcome
The player has done 29 adventures over 6.6 in-game years and I want to know what you think I should do about his/The Characters Freelance/Mercenary Army of 587 Combat Trained personnel whose stats, including his/The Characters, range from Skill 6 to Skill 12, Stamina 8 to Stamina 20 and Luck 5 to 10 and naturally its The Pc that that has Skill 12, Stamina 20 and Luck 10
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Post by jmisbest on Nov 5, 2019 13:24:44 GMT
I'm doing A Solo FF RPG in which my character has build up a very large force over 17 adventures, here it is, what do you think of this Force?
It is A 838 strong Freelance/Mercenary Army made up of the following
473 assorted Slaves, loyal Npcs and controlled creatures, Elementals and Ex Foes whose Skill stat ranges from 6 to 12, whose Stamina Stat ranges from 5 to 17 and whose Luck Stats, but not all of them A Luck Stat, ranges from 6 to 11 365 Professional Soldiers in the form of 36 215 Light Infantry, 76 Archers with Shortbows, 68 Heavy Cavalry and 6 Lightly Armed and Lightly Armoured Pegasus Mounted Knights whose Skill stat ranges from 9 to 13, whose Stamina Stat ranges from 11 to 20 and whose Luck Stats, but not all of them A Luck Stat, ranges from 8 to 12
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Post by jmisbest on Nov 8, 2019 14:59:57 GMT
For the benefit of A Sci-Fii Based Fighting Fantasy RPG can people tell me if they think that the following 2 arrest warrants can be enforced?
The 1st is A Judge signing A Arrest Warrant but no one knows that the person its for is of A Noble and as a result it doesn't list his/her title. Can it be enforced?
The 2nd is A Judge signing A Arrest for a so-called Baron who is returning for his daughters wedding after A 12 year-absence but in that time he has been promoted to Earl. Can it be enforced?
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vagsancho
Knight
Posts: 810
Favourite Gamebook Series: CRYPT OF THE SORCERER
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Post by vagsancho on Nov 8, 2019 16:56:56 GMT
For the benefit of A Sci-Fii Based Fighting Fantasy RPG can people tell me if they think that the following 2 arrest warrants can be enforced?
The 1st is A Judge signing A Arrest Warrant but no one knows that the person its for is of A Noble and as a result it doesn't list his/her title. Can it be enforced?
The 2nd is A Judge signing A Arrest for a so-called Baron who is returning for his daughters wedding after A 12 year-absence but in that time he has been promoted to Earl. Can it be enforced? 1. Yes. 2. Yes.
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Post by a moderator on Nov 9, 2019 1:36:23 GMT
2 might depend on the statute of limitations for the Earl's crimes.
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Post by jmisbest on Nov 9, 2019 19:27:13 GMT
I've generated another Character for A 2nd Solo FF RPG Epic and have a problem
I used A Social Scale, Birth and family Tables A Friend made and A 66 then A 2 then A 7, then A 2nd 7 then A 5 means that my character is the oldest child and heir of the ruler of a large nation on a newly discovered 4th continent and that he or she decided to travel the world disguised as A Common Mercenary as he or she believed that the things they would see, learn, discover, see and experance would make him or her a better King or Queen then he or she would otherwise have been?
So what do you think would be a suitable guard unit and initial stuff for a future King or Queen. For starting stuff I was thinking of 200 odd Gold Coins, 15 of both Tiny Moonstones and Tiny Crystal Models worth 3 Gold Coins each, A Magic Mace that gives +1 Skill, A Magic Bag that replaces any and all gold he uses, A Magic Crate that'll hold everything he could ever carry and A Magic Bottle that gives him 1 dose of Potion of Healing per adventure
Even worse is that with A King for A Father could ruin Trial of Champions by offering Lord Carnuss double or even triple the prize and then some to free him and maybe The Southerner, A Dwarf and A Barbarian, could ruin Assassins of Allansia by offering all of The Assassins 10 times each what Azzur is offering to pay 1 of them and make most Adventures and Armies of Death in particular super-easy by his father sending enough troops to achieve by numbers what is normally achieved by Skill at Arms and/or Strength At Arms
Also all of his Guards will have Magic Bags that provide him with all their wages and all the cash they'll ever need, as well as 1 of them having A Wand of Summoning that no matter what after every adventures summons back or summons replacements of everything they or he or she eats, uses, drinks, otherwise consumes, sells or has stolen from them/him/her. What do you think?
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Post by jmisbest on Nov 9, 2019 20:14:55 GMT
I've been thinking and want to know if you think the following would be a good enough guard unit for A Future King?. Not to mention the chance to add guards in some of the books. Your thoughts, hints and advise please
5 Skill 9, Stamina 9 and Luck 9 Regulars, 2 Skill 7, Stamina 10 and Luck 10 Healers that can both restore 1D6 Stamina and cure a aliment once per adventure, 2 Skill 8, Stamina 9 and Luck 8 Scouts, 1 Skill 8, Stamina 11 and Luck 10 Mage that can use 2 Offensive, 2 Defensive and 2 Healing Spells per adventure, 1 Skill 10, Stamina 11 and Luck 10 2nd in command who is A Ninja and 1 Skill 11, Skill 12 and Luck 10 Captain
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Post by jmisbest on Nov 25, 2019 15:38:30 GMT
Just for a laugh I'm running A Campaign where Zagor survived Warlock of Firetop Mountain but lost all his men doing it and is using A Magically controlled Adventurer to recruit his a new Army to take the world with and the so-called Symbols of Trust they all wear are actually devices that let Zagor control them. So what do you think of this New Army for Zagor?
The 1st group is 621 Professional Soldiers in the form of 320 Light Infantry, 174 Archers with Shortbows, 101 Heavy Cavalry, 15 Lightly Armed and Lightly Armored Pegasus Mounted Knights, 5 Mage Champions, 3 Master Ninja’s and 3 Master Clerics and stat wise their Skill stat ranges from 9 to 12, their Stamina Stat ranges from 11 to 20 and their Luck Stats, but not all of them A Luck Stat, ranges from 8 to 12 The 2nd group is a assortment of Slaves, loyal Npcs, loyal sentient monsters, Elementals and Ex Foes and stat wise their Skill stat ranges from 6 to 11, their Stamina Stat ranges from 6 to 22 and their Luck Stat, but not all of them have A Luck Stat, ranges from 6 to 10
And
203 survivors of The Characters Mercenary Army from Armies of Death that consists of 99 Human Swordsmen, 33 Dwarf Axemen, 33 Elven Archers, 15 Human Cavalry, 15 Wild Hill Men, 10 River Raiders, 8 Northmen, 8 Veteran Mercenaries and 5 Holy Knights and stat wise their Skill stat ranges from 6 to 13, their Stamina Stat ranges from 10 to 22 and their Luck Stat, but not all of them have A Luck Stat, ranges from 6 to 10
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Post by jmisbest on Dec 9, 2019 19:40:22 GMT
I'm thinking of running A Epic part-modern, part fantasy and part-sci-fi FF RPG and want to know your advise on how to run it. Here's the info. What do you think
Me and the player start out with House of Hell their we get a clue to what Yuri's up to so deliberately set the character up to get captured for Blood of The Zombies, then get summoned to Orb for Talismen of Death then send to Armarilia for Legend of Zagor then returned to Earth
The another device sends me 350 years into our future to save the Human Race world in Rebel Planet then get pulled another 220 years into the future to save 1 of the 2 human colonies on a distant planet for Robot Commando and then by mistake get send back to only(?) 20 years in my future for Freeway Fighter
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Post by jmisbest on Jan 30, 2020 21:30:05 GMT
A friend claims to be working on A Advanced Fighting Fantasy Version of Scaramanga from The Bond Film The Man with The Golden Gun and to avoid his current group of players potentially spoiling a major part of the plot has asked me to ask something on his behalf
Do you think that Scarmanga would agree to only be given half of his normal fee in advance rather then the full amount in advance that he normally gets if it meant that his total fee would be double what he normally gets?
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Post by jmisbest on Jan 31, 2020 1:42:33 GMT
During my afternoon nap I had A Dream about The permanent part of Royal Guard of The Ruler of The Chalice. Here it is. What do you think?
10 Skill 7, Stamina 8 and Luck 8 Human Swordsmen for 100x10 or 1,000 Gold Coins per year 6 Skill 7, Stamina 8 and Luck 8 Human Archers for 100x6 or 600 Gold Coins per year
6 Skill 7, Stamina 8 and Luck 8 Human Axemen for 100x6 or 600 Gold Coins per year
4 Skill 8, Stamina 9 and Luck 9 Human Medium Cavalry whose Armour has A 2-in-6 chance to reduce all damage took by -1, but they still take at least 1 damage for 300x4 or 1,200 Gold Coins per year 1 Skill 10, Stamina 16 and Luck 11 Ex Captain that has access to A +1 Sword, A suit of +1 Chainmail and A Magic Ring that makes him immune to Animal Venoms but only whilst it is worn for 2,000 Gold Coins per year
1 Skill 8, Stamina 11 and Luck 9 Human Wizard who knows 7 1 Stamina Cost, 4 2 Stamina Cost and 2 4 Stamina Cost for 1,200 Gold Coins per year
1 Skill 8, Stamina 11 and Luck 9 Human Priest who knows 7 1 Stamina Cost, 4 2 Stamina Cost and 2 4 Stamina Cost for 1,200 Gold Coins per year
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Post by vastariner on Feb 1, 2020 9:44:16 GMT
It means he's getting 25% of the total up front.
I'm guessing Scaramanga actually says no. Because it betrays a lack of trust in him.
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