Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP
Path: utzoo!linus!philabs!cmcl2!floyd!vax135!cornell!uw-beaver!tektronix!tekmdp!rogerb
From: rogerb@tekmdp.UUCP
Newsgroups: net.games,net.games.frp
Subject: Looking for a new game...
Message-ID: <2032@tekmdp.UUCP>
Date: Thu, 16-Jun-83 11:38:41 EDT
Article-I.D.: tekmdp.2032
Posted: Thu Jun 16 11:38:41 1983
Date-Received: Sat, 18-Jun-83 20:28:58 EDT
Lines: 62


   I am looking for an FRP to play and would like some help..
 
   I have played AD&D for about five years now and have gotten stifled
into certain classes, races, spells, etc.  Things I am looking for are:
 
         1)  'Free-form' classes.  That is, there are no 'set' classes--
             i.e. if you are a magic-user then you can cast x spells per
             day, can use only a select kind of weapon...  What I want is
             perhaps something akin to Runequest so that a character can
             become proficient in whatever he desires.  If possible, it
             would be kind of nice to be able to make up your own spells:
             knowing that a wizard can only cast spells 1..N makes him a
             known danger, whereas if a wizard has his own unique sor-
             ceries, he becomes an enigma.

         2)  A spell point system for magic.  I guess I am just tired of
             'gee, all I got left is a couple of 4th level spells and
             what I really need is a detect magic.'  Tunnels & Trolls has 
             one, but T&T doesn't really fit in (easily) with other games. 
             Runequest has one, but the RQ magic system just does not 
             appeal to me overall ( however, since i have not actually
             played RQ yet, maybe it is not quite so undesirable).  The
             reason I like such a system is to be able to use small inc-
             rements of magical ability -- powering a magic wand with a
             D&D first level spell is almost prohibitive, but perhaps 
             using only 1 mana/POW/STR/spell point would not be.

         3)  A non-AD&D combat system.  FRPG's have advanced a long way
             since AD&D was made, so there must be something better for
             combat.  It would be neat if there were [easier] methods of
             non-lethal combat than those shown in the DM's Guide.  I
             like armor affecting damage taken as opposed to hit proba-
             bility, as in Tunnels & Trolls, but that's mere technicality.
 
         4)  Lack of discrete levels.  It seems kind of unrealistic (sic)
             to think that after practicing for five weeks or so that one
             will suddenly gain 5 hit points, become proficient with a new
             weapon, gain three more spell levels, and save better when
             (supposedly) you have been practicing this stuff all year.

     Well, those are the things I would like to have in an FRPG.  Things I
have looked at include: High Fantasy, a fairly decent FRPG, it's just that
I think the combat system is too lethal; Champions, a super-hero RPG I tried
to modify for fantasy, but the task escaped my simplicity; Tunnels & Trolls,
a game I dismissed almost immediately for its 'cuteness' and incredibly
inane spell names; and Runequest, which I haven't played yet, but from 
browsing through the manual at the bookstore, seems of moderate complexity
(but, the magic system doesn't appeal to my tastes a whole lot).  Oh, yes,
I've also played Fantasy Trip (at least Wizard and Melee), but it seemed to
turn me off as a more tactical game (too, I never managed to keep anyone 
alive for too long in Wizard and Melee).
 
     Is there such a game as I am looking for, or am I feebleminded?  Does
anyone feel as I do, searching for an 'analog' FRPG?  Have I missed something
in my appraisals of Runequest, Tunnels & Trolls, High Fantasy, or even AD&D?
I would certainly appreciate relevant comments.


                                     Roger Bonzer
                                     Tektronix, Ore