The Fantasy Trip was a role-playing game that came out in 1980 with
the release of In The Labyrinth, the core rule set. It also included
Melee (tactical combat) and Wizard (spellcasting), as well as the
Advanced versions of them. The game was written by Steve Jackson who
later used the system as a base for GURPS. This series of articles is a
look at the rules of The Fantasy Trip as seen through modern eyes.
The Fantasy Trip (TFT) suggests that the DM give directions when using map narrative. Usually I use directionless descriptions such as "you see a door on the left and a hallway extends straight ahead". Instead TFT suggests you say something like "there is a door on the west wall and a hallway extends off to the north".
What method of map narrative do you use? Is there a reason why you have a preference?
2 comments:
Gave up on calling the dungeon long ago. I just draw it on the battle mat. Quicker and less confusion.
I suppose that's the third option :)
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