Friday, October 28, 2016

Deal of the Day - Tome of Adventure Design - (Frog God Games / Matt Finch)

Tome of Adventure Design - how do I love thee?

Tome of Adventure Design is one of those rare "must have" releases. There are many things I'd like to have, TOE is one I had to have. I actually have it in PDF and Hard Cover (out of print currently I do believe). It is that good.

Normally the PDF runs $21. For the next 22 hours or so, its on sale for $8.40 - it is worth every penny.

Disclosure - Frog God Games will soon be releasing my Swords & Wizardry Light ruleset. I happen to really like most FGG products. Doesn't make Tome of Adventure Design any less awesome.
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into.

The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It should be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
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  1. Just snagged this and Operation White Box... you aren't helping my budget Tenkar but these were just too good to pass up. :)

  2. Got the PDF and HC already but, yes, do what Officer Eric says - buy this book!

  3. There might be an opportunity for a reprint if the current S&W Kickstarter can hit a certain stretch goal. Bill Webb said it would be reprinted for that. In the meantime, this is an excellent resource and for less than $9 bucks, it is idiotic not to pick it up given the wealth of info in it.

    1. There is an opportunity for a reprint either way its how we go about it the stretch goal dictates, says the guy thst was making layout adjustments to that very file last night :)

    2. Ah, good to know. All I know is what the stretch goal says. :)

  4. Fun to just sit around an flip through....tons of ideas!

  5. hell, I've considered looking for a second copy, so I've got one upstairs and one downstairs. Y'know, in case.


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