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.
This concludes my look at the venerable old game of The Fantasy Trip (TFT). The game is very much a product of its time, 1980, when rpgs were in their infancy and a new frontier. Many of the tropes of those early games can be seen within TFT - perhaps it even added some. It has many things that grognards like in a game, fast rules and the ability to create your own within a solid system. Sure, it had some flaws but overall it was a good, solid product.
Is it something I would play today? Probably not. I feel there are better products out there, including sleeker products from the OSR that capture the feeling of those early days but do it more tightly. However, there are some really good ideas to be found in TFT that are still relevant for today's gamer.
3 comments:
A group of us used to get together to play Wizard over lunch or during study hall in High School. It was a lot of fun, and worked fine for the short amount of time we had available. I always wanted to try out the Advanced TFT books, but never got the chance. Now I'm reading through Heroes & Other Worlds. It captures a lot of the 'feel' I remember from those old games.
This was a game that our DM and mentor, Geoff Holland, had in his vast collection of RPGs and board games. Although we didn't have a Fantasy Trip campaign, we did play GURPS, which became very popular.
Great postt thanks
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