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Adventure Fantasy Game Pay What You Want
Publisher: Lost Pages
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by Thilo G. [Featured Reviewer] Date Added: 11/30/2017 07:19:41

An Endzeitgeist.com review

This game clocks in at 102 pages of raw content once you take away ToC, editorial, etc. (101 if you don’t count the index). My review is based on the softcover print edition, fourth printing, 10th revision to be more precise. The book, as usual for OSR-games, is in 6’’ by 9’’/A5-format.

This review was requested by my patreons.

Okay, so Adventure Fantasy Game (AFG) can be considered to be an OSR-game, but it is one that strongly deviates from the roots of the game. The tag-line is “New School Mechanics – Old School Adventure Gaming” – sounds interesting right? Well, the first and most obvious deviation from e.g. Labyrinth Lord, S &W or LotFP would be that this system only employs d6s – it is based on the 5MORE-design of David Bowman. Its goal is to teach roleplaying quick and one of the best components of this book is the organization: Whenever you find yourself looking for rules, the book tells you where to find them. This begins in the introduction and is used to great effect throughout the book – this is easy to use.

So, 5MORE is simple: Roll 5+ on a d6 and you have a success. You gain +1 for easy tasks, -1 for hard ones; +1 for good ideas, -1 for bad ones, +1 for high relevant stat, -1 for low relevant stat, +1 for good equipment, -1 for bad equipment. 1 is an absolute failure, 2 – 4 are regular failures. That’s the core of the system.

Characters are defined by 3 Stats: Physique (PHY), Craft (CRA) and Spirit (SPI). You roll 3d6 for each, but bad rolls are less important in AFG than in comparable OSR-games. These stats know three grades: All values of 8 or less are low (-1 to 5MORE rolls), all above 13 are high (+1 to 5MORE rolls).

Low Physique means you have to two-hand all melee weapons; high adds +1 Additional Hit to melee damage.

Low Craft makes reading and writing difficult, high Craft nets +1 spell known.

Low Spirit means that you’re likely to be hit by random effects (unlucky), while high Spirit nets you +1 Mana and a 1/session die reroll.

Hits represent how much punishment the character can take. They are determined by the Way (i.e. class level) taken.

Level is measured from 1 to 12 and is used to categorize PCs and threats.

Tiers are the character’s status in the setting; Up to level 3, characters are tier 1; level 4 – 6 = tier 2, level 7 – 9 = tier 3 and level 10+ characters are tier 4.

AFG knows three ways: The Way of Magic would be the caster class; 1d6 Hits per level. 1st level spellcasters know 3 spells: Unveil Arcana (AFG’s detect magic) and a spell of level 0 and 1. They start with 1 Mana and for each level gained, the caster gains an additional Mana and learns a new spell of one spell level higher – at 2nd level, you learn e.g. a second level spell. Spells may be researched, but more on that later. Mana replenishes after 6 hours good sleep, but each spell may only be cast ONCE per 24 hours. Spells are written down in Grimoires – while this evokes the traditional wizard’s spellbook, it make well take other forms. The caster engine also features two important items: Talismans allow a caster to cast the spell associated with the talisman an additional time per day, while Mana Vessels are basically Mana batteries. Casters can’t cast in armor and are not trained in armor and shields. Spells that require concentration only allow a caster to move 10 feet per round and any tasks beyond the painfully mundane requires a Stubbornness save to avoid breaking concentration. Non-instantaneous/non-permanent spells can be prolonged by expending additional Mana.

The Way of Steel nets 1d6 + 2 Hits per level in the way of steel. Hits are tied to fighting skill (more on that later) and way of steel characters may later develop or learn secret weapon techniques. These fellows are obviously trained in armor, shields, etc.

The Way of Arts would be the specialist/thief (called practitioner here), who gains 1d6 Hits per level and is trained in light armor, but not shields. As skill specialists, they can distribute 5 EXPERT letters per level. They also may actually earn a modest living without murder-hobo-ing. Characters can freely multiclass, which allows for e.g. armored casters, though there are limitations in play to avoid abuse.

At first level, casters and practitioners roll 2d6 and pick the best result; fighters roll 2d6, pick the best result, and then add +2 o determine the Hits at 1st level. (Yes, you may end up having just 1 Hit.) Hits are regained at a rate of 1 Hit per day, though spells and medical assistance may hasten that. Temporary damage is recovered as a rate of 1 Hit per hour of non-strenuous activity.

Upon gaining a level, you roll one die for ALL levels attained (fighter add +2 per fighter level) and compare the result with your previous maximum – you keep the higher version. The German old-school RPG Midgard employs a similar mechanic and it works remarkably well to even out the playing field, while keeping the power-curve relatively flat.

If your Hits go to 0, you keep tracking negative Hits. You roll 1d6, add your negative Hits and consult a table – on 14 you’re dead, otherwise broken bones, scars etc. can happen. If you’re staggered, you can’t act, defend at -1 and roll an extra d6 on that table when dipping below 0 Hits.

AFG assumes a silver standard: 1 silver thaler (abbreviated as “t”) is worth 12 silver pennies, is worth 48 copper farthings. Gold coins are uncommon and may be worth 4d6 t. starting equipment is provided in a simple manner. There you go, character creation and basic rules in 5 minutes. (Probably 10 for roleplaying newcomers.)

Now, how are tasks resolved? Well, 5MORE, as per the rules depicted above. However, there is an additional component that also reminded me of Midgard: When you succeed at any given 5MORE task, you roll a d6. On a 5 – 6, you roll an Experience Roll. If that roll comes up as 5 or 6 as well, then you add an EXPERT letter next to the task. First time an “E”, third time a “P” – until you spell out the word EXPERT. This means that the character gains +1 to all 5MORE rolls with that task. After you’ve become an EXPERT in six Tasks, you can claim the title MASTER for one of your EXPERT skills. You erase the EXPERT letters and instead write down MASTER – in this one skill, you get an additional +1 to 5MORE rolls. The book provides a variety of sample tasks, but encourages groups to come up with their own array of tasks – this allows you to emphasize or de-emphasize breadth of skills as desired.

If a task would require more than 6 to succeed, it requires a 6, plus an additional 6 for each point above 6 – so a task with a difficulty of 8 would require three consecutive 6s to succeed.

Saving throws are rolled as 5MORE-tests, but they are modified by the character’s Tier – 2. First level characters thus save on 6+. AFG uses 5 saves: Alertness, Awareness, Toughness, Stubbornness and Morale. Saves are Tasks and can accumulate EXPERT letters and you may become a MASTER in one of them.

AFG has two different combat-engines. Base damage in both is 1d6, +1d6 for each point of FC; wielding a two-handed weapon with high PHY adds +1d6. Armor comes in 4 categories and decreases your speed.

The first of the systems is called 5MAIL. Akin in structure to THAC0, this means that you need 5+ to hit chainmail, less against targets with less armor, more than versus better armored targets. Simple.

Skill at arms is measured by Fighting Capability (FC). 1st level characters have FC 0, and a character’s FC is equal to the character’s Tier minus 1. Additional Hits (the +2 Hits gained by fighters) also increase FC, as per a table. Every 4 additional Hits increase FC as though the character level is +1 higher. Melee, Block and Missile are Tasks like any other. A 5MAIL combat round takes 6 seconds grouped in 4 phases. It should be noted that each character can only act in ONE phase. Melee phase lets you attack, charge (move twice melee speed, attack at +1, but that bonus also applies to the target of the charged foe), shield block (negates a successful attack on 5MORE. Then comes the Missile Phase: Cover and Range decrease 5MAIL rolls. In the Manoeuvre Phase, the character can move up to twice their melee speed. Magic Phase is last – here, spells are cast. Spellcasting must be announced at the start of the round, one round in advance for spells that take longer, etc. If the spellcaster takes damage before finishing the cast, the spell and Mana is lost.

In 5MAIL, armor reduces the chance of being hit.

The second system is FIGHTMORE; it sports the same phases and basic structure, but melee is a contest of FC, with a potential for both contestants hitting their target. This makes the combat, obviously, not more complex – just more swingy. Charge in the system is also more volatile, adding a bonus damage die to damage dealt and received. In FIGHTMORE, armor reduces damage incurred by 1- 3, depending on how heavy the armor is. Personally, I think FIGHTMORE is a bit ironically named – if anything, players will want to fight less, considering that the results are more unreliable and not necessarily more complex or rewarding. Just my 2 cents, btw.

There are a couple of optional rules for shield smashes, morale or hacking through mooks. More rewarding would imho be the alternate rules for different weapons: Flails e.g. can’t be blocked by shields, spears inflict damage first, etc. – this aspect is probably the best component of FIGHTMORE.

The book also provides means to tweak the combat engines.

As a roleplaying game book, AFG provides values for hirelings, travel, equipment, etc. It should be noted that searching for hidden things is done EXCLUSIVELY by the players – no task is assigned to it, so if you don’t think of checking that chest for a secret compartment…well, though luck. That’s one aspect I really like.

Now, as faith is concerned, AFG uses the term Venerable as a catch-all for godlings, spirits, deities, demons, etc. Venerables are appeased by Worship, by Henosis (emulating them) and Charisma is the term employed for being favored by the venerable. Some sample cults, from Cthulhu to Dove (Queen of the Underdogs) and Saint Eleuther (savior of the lost) are provided and feature some nice, quirky and interesting angles.

As you may have gleaned by this aspect, we have now wholly entered the more complex aspects of AFG, with spell research and design rules being per se not bad, but rather complex – on the plus side, the system does emphasize the serious benefits of having assistants/apprentices – I strongly recommend spellcasters to invest in them when researching. Spells have a range, casting time and duration as well as a spell-level, which may reach from 0 to 12. 9 example spellcasting traditions are provided, most of which sport 1 spell per level, though e.g. Goetia only extends to level 6, while dendromancy only comes with a level 0 and level 1 spell. That being said, conversion from OSR games (and current games), should be pretty easy. AFG does emphasize magic as less of a damage dealer and more as a wondrous tool, which, in general, is something I applaud.

Now I did mention combat secret techniques – while also complex, something you design yourself, etc., these are much more basic than spells. They prevent you from gaining MASTER in a Task, but increase your Hits. Yeah, I was also rather underwhelmed. Neoclassical Geek revival has, system-immanently, a significantly more interesting melee system.

Experience is btw. gained by securing (and escaping with) treasure troves and by achieving character (and party) accomplishments. The book also features tier-based rules for holdings, a monster-generator and a brief magic item generator.

The final section of the book is devoted to a 14 page hexcrawl-y adventure sketch; the map is pretty small on the page and no player-friendly version is included, but its premise is interesting: What if Switzerland had volcanoes, a temple of Cthulhu and some messed up critters. The adventure, while featuring a cool premise, is ultimately just a sketch you need to expand and develop – as provided, it is a skeletal structure of a nice region to adventure in, but you can’t use this well for go-play style gameplay.

Conclusion:

Editing and formatting are very good, I noticed no serious accumulations of issues on a formal or rules-language level. Layout adheres to a 1-column b/w-standard, with artworks being a combination of a few original b/w-pieces and thematically-fitting public domain sources. The softcover is…well, a solid softcover. I can’t comment on the virtues or lack thereof of the pdf version.

Paolo Greco’s AFG is a weird little system and I frankly am not 100% sure for whom it was made; on the one hand, you have a really simple, fun, rules-lite foundation with 5MORE and its 5MAIL combat. On the other hand, FC calculation is, to me, a bit more obtuse than it should be – when I pick up a rules-lite game, I expect such a central aspect to be…simpler? At the same time, the system tries to account for more complexity for veterans, with spell research, FIGHTMORE etc. endeavoring to capture new-school options. In that latter aspect, the game, at least in my opinion, fails. Apart from the nice peculiarities of weapon groups, FIGHTMORE essentially makes me want to fight less – very swingy results can be very frustrating in the long run, and honestly, from shield-bashing to charging, the “tactical” options feel like they were jammed into a rules-corset that is simply not designed to account for vast complexity. That is not to say that it doesn’t work; that’s just to say that I fail to see the appeal.

When I want brutal complexity, I play PFRPG. When I want to play OSR with new-school combat that sports serious tactical depth, I wholeheartedly recommend Neoclassical Geek Revival. So yeah, the “New School mechanics”-component here…not that well done.

That being said, AFG does have serious value, as far as I’m concerned – at least for a very specific target demographic. When used as a rules-lite RPg for beginners, it’s easily taught, plays fast and is, ultimately, fun. And if you absolutely want to play a campaign with a d6-only system, it has the tools to make that happen without becoming bland. While I maintain that the more advanced rules feel a bit tacked on to the simple chassis, they do help to keep player interest in the long run. If you’re e.g. a fan of Kort’thalis Publishing’s offerings, but fear that their default VSd6-engine (which, I maintain, works best for one-shots and brief mini-campaigns) will prove boring for your players in the long run, then AFG will be exactly what the doctor ordered! Slightly more complexity, but not that much.

Now, as a person, this system ultimately did not resonate with me; I appreciate the components of flavor here and there and some aspects of spell research (if not the entire system), but, as a whole, this didn’t really do anything for me. As a reviewer, though, I can see the appeal this system can have for some groups out there and it is NOT a bad system! The organization etc. is simple, efficient and I can see people having fun with it. Still, the nagging feeling remains that this would have benefited from being two systems – one simple and one complex. The “complex” components herein tend to be underwhelming, also due to the space available. Focusing on one type of gameplay would probably have been the more prudent decision. In the end, my final verdict will clock in at 3.5 stars. Usually, I’d rate up due to in dubio pro reo, but considering the very specific demographics, I feel that this is closer to 3 stars than 4, also since fans of really rules-lite games will probably consider a couple of the more complex components…well…too needlessly complex.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
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