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Tuesday, December 26, 2017

Steve Jackson Games regains rights to The Fantasy Trip RPG



There's an announcement today over at Steve Jackson Games regarding Steve's earlier work for Metagaming and The Fantasy Trip RPG:
At the beginning of my career, long before GURPS, I created a roleplaying game called The Fantasy Trip. For decades, the rights have been held by Metagaming, a publisher which is no longer in operation. I'm very pleased to announce that I have regained the eight TFT releases that I wrote myself: Melee, Wizard, Death Test, Death Test 2, Advanced Melee, Advanced Wizard, In the Labyrinth, and Tollenkar's Lair.
Head over to Steve Jackson Games for more info (and an opportunity to discuss on the forums)

9 comments:

  1. So I guess the question is, for any august members of the Tavern who might be fortunate enough to have a copy - is it any good?

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  2. Hex based combat. Autocorrect is a curse.

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  3. Oh, my original comment disappeared also? Weird. Ok...
    I played this in the 80s before playing GURPS. Good game system with Hex based combat and a robust magic; the Colleges of Magic also turned up in SPI’s DragonQuest. I have fond memories of TFT - although nostalgia wears rose coloured lenses.

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  4. I loved this game, and hated some of the incompleteness of some bits. It was ahead of its time in some areas, and I still think you could play it now with a little GM adjustment. What I would like to know, now that Steve has it, what will they do with it. GURPS is essentially 'advanced, advanced FT', so do they keep it simple but expand it?

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  6. It was a great system for its time. Easy to GM, even easier to play. Used it for several years. Unfortunately, it was made obsolete by GURPS. But then GURPS got too big and unwieldy. Will be interesting to see if SJ does anything with it, since Dungeon Fantasy is the new "simplified GURPS".

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    1. Had never heard about Dungeon Fantasy before... hmm, this is "simplified?" It's listed at 430 pages! Okay, spread over five books... Still a lot, no?

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    2. Heh, 430 pages is shorter than my copy of DCC and my original three AD&D books. The actual rules are significantly less than those nominal 430 pages - the character book is 128 pages including index, ads, two sample characters, and blank character sheets. The GMing book (Exploits) is 112 with the same. Spells is 80, Monsters is 64. The rest is the sample adventure - so call it 384 pages of rules including all of the indexes and sample sheets.

      It's GURPS 4e stripped down to just what you need to play dungeon delving games. It's not "simple" although the core mechanics are. It's certainly less involved than full-out GURPS, in that you don't need to sift out anything unsuited to the specific genre, but it's still compatible with it.

      Not sure if that helps anyone or not. I'm quite biased - I've been playing GURPS since 1st edition, and I haven't really be tempted to swap it out for anything else even as I enjoy playing other systems.

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  7. "In The Labrynth" is up there with the DMG as an old school tome of reference.

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