Post by jmisbest on Mar 9, 2020 14:07:50 GMT
I'm working on A Idea for A Fighting Fantasy RPG Fantasy RPG that's Solo, has no GM and relies entirely on player honesty. Do you think that these changes to certain adventures would be reasonable?
If I do Fangs of Fury straight after Forest of Doom and The Torch is stolen would it be reasonable to use The Reward from Forest of Doom to pay The Ransom without the risks of going through The Dragonstone Caves?
If I do Fangs of Fury straight after Armies of Death would it be reasonable to use my Surviving Soldiers from Armies of Death to keep The Wizards alive for the equivalent of 1 or 2 Breach's of Citadel Walls longer then normal?
If I allow Fighting Fantasy RPG versions of Advanced Fighting Fantasy Spells and don't get all The Keys in Warlock of Firetop Mountain then would it be reasonable to use very powerful Spells to blast open The Treasure Chest?
If I do Legend of The Shadow Warriors straight after Armies of Death would it be reasonable to use my Surviving Soldiers from Armies of Death to allow me a extra mistake by scouring The Area for me and if need be dying to buy me time to save the world
If I allow Fighting Fantasy RPG versions of Advanced Fighting Fantasy Spells and learn The 10 Stamina Cost Spell Switch Alliance that I made that turns A Enemy of The Caster into A Ally then do Master of Chaos and during it save The Captains life rather then just his ship from The Gigantic Sea Monster is it reasonable to use it to make him set my character free and justify it to his crew by saying its a way of encouraging the other slaves to try to save his life if something similiar happen?