For those wishing a little additional information about Classic Fantasy, here is the Introduction in it's entirety.
INTRODUCTION
What is Classic Fantasy?
Classic Fantasy is a return to the dawn of roleplaying, when you would gather with your friends in your parent’s basement, bashing down doors, slaying hordes of orcs and goblins, and throwing yet another +1 sword in your bag of holding. In these early days of roleplaying, what eight giants are doing in a 10’x10’ room was less important than what their treasure rating was, and rescuing the beautiful princess isn’t something you did because it was morally right, but because of the 1000 gold piece reward. And finally, the adventures that didn’t have to be anymore detailed then “some giants are raiding the border settlements let’s kill em”, are the adventures you and your group still talk about to this day.
So, rip open the Cheetos and pass out the Mountain Dew. It’s time to play some Classic Fantasy.
Nothing in this work can truly be claimed to be original, nor would I ever profess this to be the case. Classic Fantasy is truly walking in the footsteps of many great games and their designers that have formed the inspiration of that which follows. This is an homage to the classic dungeon delve and the following games were inspirational in its design, Advanced Dungeons & Dragons 1st edition, The Fantasy Trip, Tunnels & Trolls, and of course, RuneQuest 1st and 2nd edition. The following authors helped to define the way I have spent my weekends for over thirty years, Bob Bledsaw, Warren James, Steve Jackson, Steve Perrin, Ken St. Andre, Ray Turney, and of course Gary Gygax and Dave Arneson. Without these games and their creators having come before, Classic Fantasy would be but a shadow of the game I hope it has become.
Classic Fantasy Vol. I: An Overview
• Introduction: You’re reading this now.
• Chapter 1: Characters: In this chapter you’ll find everything you need to create a player character, including race, alignment and character class.
• Chapter 2: Skills: Classic Fantasy makes some fundamental changes to existing Basic Roleplaying skills while adding a few new ones.
• Chapter 3: Spells: Here you will find new ‘magic’ spells for Basic Roleplaying, as well as a variant of the ‘magic’ powers to represent clerics.
• Chapter 4: Equipment: Weapons and equipment of a mundane nature will be found in this chapter.
• Chapter 5: Spot Rules: Several new Spot Rules have been added to capture the Classic Fantasy feel, including marching order, setting watch, and SOP (Standard Operating Procedure), just to name a few.
Classic Fantasy Vol. II: Game Mastery contains information on running Classic Fantasy adventures, including new spot rules, new monsters, treasure and magic items, several adventures, and The Realm, the bare bones of a default world for those with no established setting.
Some Useful Information
This section is for those new to Basic Roleplaying and experiencing it for the first time, and those familiar with Basic Roleplaying, that may want to have an idea what the deal is with some of the changes in terminology.
From the beginning, this product was imagined as a nostalgic return (for this writer anyway) to what used to make getting together with you friends on a Saturday night and sitting around a table for eight to ten hours, fun.
So if you’re a long time player of Basic Roleplaying, I hope you’ll understand some of the liberties I’ve taken with your game, and if you’re new to Basic Roleplaying, I hope you’ll find things new and exciting, but still familiar enough to feel like home.
For additional information on some of the classic terms of fantasy role playing see page XX.
The Realm: Classic Fantasy assumes you are using your own setting or an established setting produced by some other company. There are many fantastic settings out there, and the makers of Classic Fantasy would never expect you to leave the worlds you are already familiar with and have grown to love. With this in mind, Classic Fantasy will refer to the game world in the generic form of, The Realm. However, for those GMs who may not have an established setting, Classic Fantasy Vol. II: Game Mastery briefly describes The Realm as a default setting.
Charisma: In a standard Basic Roleplaying campaign, the attribute that reflects your attitude, demeanor, and appearance is appropriately called Appearance. Years ago, Chaosium called this characteristic Charisma, as did other games of the time, and many do to this day. In an attempt to capture that nostalgic feel of the earlier days of roleplaying, Classic Fantasy will replace Appearance with Charisma. Because the characteristic roll for Appearance is currently called Charisma, to avoid confusion, this is now, Reaction (CHA x5). When converting anything from another Basic Roleplaying product, simply replace Appearance with Charisma.
Alignment: Basic Roleplaying uses an innovative and unique system for handling a character’s moral stance called an Allegiance system, and in Classic Fantasy all characters are allied to a set of moral values. Other games have used a similar system to represent this called an Alignment system. This system was and is very rigid and defined how you were supposed to roleplay you character. The difference is that in Basic Roleplaying, how you roleplay your character determines your allegiance, not the other way around. Classic Fantasy will use the more intuitive and flexible allegiance system, but in the interest of nostalgia, will refer to it as Alignment.
Character Class: Under normal circumstances, Basic Roleplaying does not use a character class to define a character’s role, instead using professions. The designers of Classic Fantasy have instead chosen to utilize the more nostalgic term for two reasons. First, as previously mentioned, character class is a more fitting term for a game designed to pay homage to the classic dungeon delve, second all character classes in Classic Fantasy possess special abilities. So rather than change the established format and give professions unique abilities within a Classic Fantasy campaign, we thought it would be better to create a new term that can be used right alongside normal professions. On a final note, some players may be concerned that the term character class will mean they have lost the freedom to have their characters advance as they wish; rest assured that a character class has all the freedom of advancement given a profession, just with cool new abilities.
Levels: Some games have used a level system to track character progress. This is a very inflexible and restrictive system that Classic Fantasy is not attempting to recapture. Rather than having your thief get together with his buddies and then going out and hacking through a lair of goblins so that he can get better at climbing walls, Basic Roleplaying uses a system where if you want your thief to get better at climbing walls… go climb some walls. In Basic Roleplaying, if you want to improve a skill, use a skill.
I hope you enjoy your stay in The Realm.
Last edited by threedeesix; October 24th, 2009 at 19:44.
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