A Fantasy RPG: What's Required?

Reynard

aka Ian Eller
Supporter
I am enjoying running my current Pathfinder campaign, and I occasionally let out a wistful sigh for AD&D 1E. But in both these case, the rules take up hundreds of pages and sometimes I long for a very concise set of rules, easily grasped, explained and implemented, though not necessarily simplistic or vague. Sometimes I want a 10,000 word, 24 page complete fantasy adventure roleplaying game with which to run entertaining, "D&D style" fantasy adventures (ranging from kill things/take their stuff in the dungeon to save the princes/slay the dragon to destroy the dark lord/save the world). Seeing as how this doesn't exist (at least as far as I'm aware) I am tempted to design and write it myself (having done that sort of thing for a time a few years back).

The question I have is this: what is absolutely necessary, from a rules/game document perspective, in order to achieve that kind of game. In that mythical 24 page, 10,000 word rule book, what absolutely has to be there? Heroes/PCs for sure. Monsters and adversaries, certainly. Rules for combat and other task resolution, undoubtedly. But then the specifics start to creep in. Magic? Certainly, but does that mean spells and magic items and mystical pools are all required within our limited space? Traps? Oddly enough, the World Most Popular Roleplaying Game did not include rules for traps in its core books until the third edition. Character classes or professions? Skills? Multiple races? And so on.

So, if you were perusing the shelf at your local friendly game store and say a thin booklet with a picture of a band of fantasy adventures on the cover and the proclamation "Complete Rules for Endless Fantasy Adventures!", what would you expect and demand be within?
 

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If you're looking for a complete rules light game, it doesn't get any lighter then Mircolite D20. I think that would fit your bill very well.

Having taken a quick look at Microlite d20, I don't think so. It isn't so much a complete game as it is the condensed rules of d20 like you'd expect to find inside a board game box. there's no flavor or information there. And I'm not sure you could hand it to someone who had never seen d20 or 3E before and they would be able to actually make use of it in real play.

The answer to my initial query *must* be more than "bullet point rules".
 

This is the perennial question.

How much lets you run things with detail but without too much paperwork?

I think the 4E rules are a good start for this. First, eliminate racial powers (small bonuses are fine) ability score bonuses to races and level-up bonuses. This will make racial choices with a lot less crunch.

Then, have 4 classes, one each of the roles. But much simpler, with a choice of 4 of about 10 class features, including different ways to mark(defenders) heal (leaders) strike(strikers) and so on. Then have powers that are pretty generic, like about 2-3 choices per level, but encourage players to go for themes, like what damage type, spoeical abilities on hits and so on.

YEs, it would be complicated to figure it out and balance it, but if fluff were more importnat, then it would be a better system.
 

there's no flavor or information there. And I'm not sure you could hand it to someone who had never seen d20 or 3E before and they would be able to actually make use of it in real play.

The answer to my initial query *must* be more than "bullet point rules".

You want complete rules and flavor, in 24 pages and 10,000 words or less?

How about a million dollars and a pony, while you're wishing?

Consider, for a second that you are talking about verbiage on the order of a novelette or the short end of a novella. Not a whole lot of space for both flavor and crunch, in there. It is like asking that you have one granola-bar sized hunk of food, have it be 100% of your RDA of all nutrients, and have it taste good, too!
 

One of the simplest FRPGs of all time was Steve Jackson's The Fantasy Trip.

And from what I understand, Dark City Games' system takes a very similar approach...and modifies it to work for fantasy, western & sci-fi gaming.

I'm not 100% sure, but both games may fall within the OP's limitations...depending upon how you define "complete."
 
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I can imagine that it would depend on what people consider "indispensable" - you could save words/pages just by omitting alignments but some players love them. Personally, I feel you could dispense with them at no cost to the game.
 

I can imagine that it would depend on what people consider "indispensable" - you could save words/pages just by omitting alignments but some players love them. Personally, I feel you could dispense with them at no cost to the game.

Just to be clear, I am not trying to distill D&D (any edition) to 10,000 words. Rather, the theoretical project would be to produce a complete fantasy adventure game in 10,000 words. Alignment -- or any metaphysical moral system, like Exalted's Virtues -- would certainly fall in the "not required" category even if some people like alignment.

By the same token, elves and dwarves or clerics and monks, insofar as they exist in D&D, aren't required either (though I don't necessarily think they'd be bad to put in, either). But what *has* to be there, for each component of the title: fantasy - adventure - game.
 

Classes are not needed. Races other than Human are not needed, but I suspect that the audience for a Humans only fantasy RPG might be rather small. Skills can be done without, something simple like 'roll under your X stat' can work. Magic and monsters are the real sticking points. One can do without spell lists, but any 'make your own spells' rules tend to get complicated. I expect that it can be done. If I still had my old TFT books I could tell you if it had been, as I quite liked the system back in the day.
 


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