This is basically a copy of the first two pages (minus a few things that would be redundant here), with some images from the book. These images are in the public domain, sometimes slightly modified by me.
What is the book about?
This is an
old school, dark fantasy roleplaying game (or adventure game).
Dark
Fantasy Basic pays homage to a classic roleplaying game from the early
eighties, which is still, for many fans, one of the most concise, clear and
well-written RPGs ever published.
This book
uses the same system as the world’s most popular RPGs – six abilities, classes,
levels, etc. – and it is meant to be compatible with games from that era. Or
any OSR game, really. It also has some modern influences, including all of the
OSR and the most recent version of this game.
Like many
retroclones and neoclones, this game begun as a collection of house rules, with
one difference: my main goal was to make a set of one page rules that you can combine freely. The idea is to get
multiple OSR authors to write their own pages that can be assembled by the
reader into a full book. Check this out: http://methodsetmadness.blogspot.com/2016/03/one-page-rules-or-taking-page-from.html.
Eventually,
all my pages grew into one complete book. It is meant to be straightforward,
not minimalist. You won’t find the definition of “sword” or “human” in this
book, but you’ll find all you need to play (from the player’s side). Even if
you don’t use the book as a whole, I hope you will find at least one different
idea in each page that you can adapt to your games.
Or, even
better, write a page yourself. This game is what you make of it.
Credits
Written by
Eric Diaz.
Book cover, design and layout by Rick Troula.
All art except for the
cover is from the public domain.
FAQ
How is it
different from the original games?
Besides
embracing some dark fantasy tropes, this game offers a degree of character
customization you don’t often find in retroclones and neoclones - although this
idea is almost as old as our hobby. The system itself is not original, but each
page has something that differs from the original games.
How dark
is it?
Not that
much darker than the original game, if you think about it. The Player’s Guide
has a few hints of dark fantasy (in alignment, spells, classes, etc.), but most
of the flavor will come from monsters, adventures, setting, etc.
Why is it
so concise?
To save you
time, entice your imagination and encourage house-ruling. It is still a
complete game. Use it as written, or make it your own.
Where are
the optional rules?
I
eventually decided not to mark (most of) the optional rules, since all rules
are optional in a way or another. These are only guidelines. Use them at your
own peril.
But where
is the…
This game
has no different XP charts or HD for different classes, no demi-humans, no
prerequisites, no prime abilities. There are also no monsters and no GM stuff in
this book. It is a Player’s Guide. But if you really like, well, we might have
something like that in the future.
Can my
PC…
YES. You
can wield a sword regardless of class, use any armor, hide in the shadows
without having the skill, and so on. You can also use sorcery without studying
it first, if you find a lost grimoire somewhere. Good luck with that.
But why
did you…
If you want
to understand why I chose a mechanic over another, I often explain this is my
blog.
I didn’t
include designer’s notes here, since it would take valuable space.
What do I
need to play?
COMMON
SENSE. Also, some dice and paper. But mostly common sense.
What do
characters do in this game?
Try to get
richer and tougher while fighting the terrible things that lurk in the shadows.
Go through ruins and unknown lands in hope of treasures. Sometimes they get
killed.
What if
my PC dies?
Create
another one.
Why start
at level 3?
First level
characters are desperate victims. Traditionally, they can die fighting house
cats or falling from a tree. This game is about tragic heroes, so they start at
level 3.
Also, you
might use the extra HP.
However, if
you prefer to start at the bottom and climb your way up, you have my approval
and respect.
Why stop
at level 10?
To keep it
gritty, dark, and focused on low level challenges. High level characters might
use a similar system, but they deal with different issues: building castles,
ruling lands, facing demigods, etc. You can extrapolate higher levels from this
book, or find alternate rules for expert or immortal characters elsewhere.
Why would
I play a Hopeless character?
Maybe you
wouldn’t. Leave that to players looking for a challenge or just a change of
pace.
What about
that tone?
I’ve added some
dark humor and hubris to make reading this book more pleasant. Don’t take it
too seriously.
Just
kidding. I’m dead serious.
---
That is it for now!
You can find the book on DTRPG by clicking here.
If you have any other questions, let me know in the comments and I'll answer it here!
FINALLY. IvI'vbeen wondering when your thoughts would would coalesce into an actual game. I'll be going through this in the near future
ReplyDeleteThank you! When you do, let me know what you think!
DeleteA Magic-user casts how many spells in a day?
ReplyDeleteThere is no hard limit. When you cast a spell, you roll the dice. One of the possible effects is forgetting the spell for a while.
DeleteThanks for the reply! ++ ++ For the past few days, I have soloed my way through Dungeon Crawl Classics Nebin Pendlebrook's Perilous Pantry. This is a funnel adventure for about 24 characters at level 0. The game system I used to play this was Dark Fantasy Basic. The solo engine that I used is one that I have been testing out. This 42 page module contains one map and one handout. I used 13, first level characters to play through the museum. Each had four hit points and a limited amount of equipment. = = = The PCs were from an Adventurer's Guild. They had been sent to the village to take care of the problem (call it a test). They did not explore every room and kill every monster. My favorite encounter was when Digs the gravedigger (wizard) was the last to leave the Well Room. He bent down and pried up one of the small tiles from the floor. As soon as he did this, he acquired a pet dog. It came out of nowhere. The first two PC casualties were in the stalactite room. The thieves died from acid damage. Next, was the thief in the well room (chewed to death). Four characters and the dog (sniff sound) died in the Dwarven Hall. Two died in The Sanctum. Oh, and the stalactite room took out a wizard too (the PCs were running, trying to escape the dungeon). So, the survivors were two wizards and a clairvoyant. When they got back to the Quest Giver they reported that they had found Nebin, but he was a monster and had to be killed. They did not find the village constable. The survivors advised that the pantry be sealed because there was still some nasty stuff running around down there. - Your turn!
ReplyDelete