Page 1 of 3
A+ Fantasy RPG - New Version Available

Posted:
Fri May 20, 2005 12:54 pm
by bigcape
A+ Fantasy is an original RPG system that is easily accessible and adaptable to any fantasy setting. The system emphasizes character evolution over character creation allowing new players to begin play quickly and grow as play progresses. Task resolution is simple and quick and uses only two six sided dice. New approach to assigning experience is fun and effortless for the referee.
2d6 system
Non-opposed Task rolls based on Character Ability
Rewards for rolling Doubles
Character evolution supersedes character creation
Skill based system without classes or levels
Spell casting based upon Elemental Spell Weapons
28 page PDF format document with black and white illustration.
A+ Fantasy and the A+ RPG System are (c) 2005 by Jeff Moore
All illustration included in A+ Fantasy (c) 2005 by Rebecca N. Mikesell

Posted:
Fri Jun 17, 2005 6:38 am
by bigcape
About 6 months back I decided to try a 24 hour RPG. I could tell early on that this test of endurance just wasn't for me. The problem is in the writing. It's about the forming of the correct words on paper. And, it's about being able to type those words, the way that I type them: one finger at a time, one word at a time, at a dazzling three words per minute.
But I have ideas. I want to share these ideas. Forming the ideas is easy. Typing is hard. So here I am 6 months later, ready to share. The first thing I did was set down some goals. If I was going to create an RPG, why? I needed to define my desires as a player and a referee.
We each are creatures of our pasts. We are shaped by our experiences. I remember cutting out little pieces of paper with numbers on them and dropping them into a paper cup (a "Dixie" cup from the bathroom dispenser.) On the cup was written a 20 in crayon (pen didn't show up well enough.) I was preparing to play "Dungeons and Dragons" for the first time and the box with the blue book with the dragon on it didn't come with dice.
Six sided dice, I remember raiding every board game in the house for every dice I could find. I remember my sister yelling at me when she tried to play a game only to find it barren of the cubes. Now, the board games, like the ones we knew back then, seem a thing lost to the past. The only one that I have is Monopoly. And not the original version, a Star Wars version, purchased for that novelty and never opened. But, I think about Monopoly and I remember the thrill that a player got when they rolled "doubles" and got to roll again. I wanted that... I wanted "doubles."
I wanted to design a game that I could play with my friends. That's an important one. Why build it if you can't play it? That being said, my players tend strongly in the Fantasy themed RPG direction. If I really wanted to play my game for any length of time, a fantasy theme would be required to cater to my players. This for me was about knowing my audience.
I started thinking about Fantasy RPG's that I liked. I really loved Warhammer Fantasy Role-Play. The game system was clean, easy. Less realistic? Yes. But, fast and fun. It worked like this. Roll dice. Compare roll to your ability. If the roll was equal or less than ability, the task was successful. The roll against ability mechanic generally ignored the abilities of the opposition and made success and failure strictly an aspect of your character's level of skill. This means the players know their chances for success or failure instantly and no time is spent calculating numbers. A die roll is made and play progresses. Too simple? Maybe, but I really remember enjoying the speed and simplicity of the Warhammer System. I decided to emulate something like this with my game mechanic.
Another thing that Warhammer did that I loved was character evolution. Character creation was quick and random. The strength of the game came after the character was created as it evolved. Characters continued to change and grow and evolve after creation. In fact, where the character started had almost nothing to do with where they ended up. I wanted this.
Another game I remember really liking was Steve Jackson's, "The Fantasy Trip." The thing I really liked with this game was the skill system and the way one skill was a prerequisite of another. The system was basically classless but as you layered in your skills, the character took a logical shape that defined them much the way a class would. I wanted that: skill layers and no classes.
These were my goals:
2d6 system
Non-opposed Task rolls based on Character Ability
Rewards for rolling Doubles
Character evolution supersedes character creation
Skill based system without classes or levels
I did all of these things. I created my game. And I played it. I put it up on 1KM1KT.COM so that I could share it with others. But my players demanded a magic system. For this I borrowed from, "Rune Quest, Slayers." It is interesting to me that "Rune Quest, Slayers" was the inspiration for my magic system since the game is about warriors and has no magic system of its own. But, it gave every warrior a series of special attack options based upon the weapon that the character had equipped. I liked this. I liked the idea of basing special moves and techniques on the weapon being wielded at the time. My magic system was born from this.
I found an illustrator for my game, Rebecca Mikesell, on Elfwood. I wanted to mention Elfwood because as a forum for aspiring fantasy illustrators there is a treasure trove a beautiful art here and I am sure other game designers could find an artist willing to loan out an illustration or two for your free RPG project.
I feel like I accomplished every one of my goals, and I am proud of the results. My gaming group is playing this now, and it works. And it's fun. That's the real test.
Another test, is universal appeal. If someone outside of my personal little circle of friends picks up my game, is it accessible? Is it laid out in a way that makes it understandable and playable? I would love to hear from some of the folks here on this forum about my game. Even if it's just a read through and general impression. The original that was an attempt at the whole 24 hour thing was only 9 pages in length. This one is 28 pages. It's still a pretty quick read, but I think it's complete. Please, give it a look.

Posted:
Thu Aug 18, 2005 9:44 am
by hogscape
Hi Jeff,
I stumbled upon A+ Fantasy through 'Chris's Compendium of Free RPGs'; a site I visit every month or so.
And I'm so glad I did. I really like the look of the system and the quality of writing is excellent.
This could be the best game to introduce new players (or perhaps young players) I've yet seen.
However, I like it so much (and I'm a big WFRP fan too) that I'm keen to have a game or too with my regular group. So I have to ask: is there more? By which I mean, monster lists, equipment lists with prices, that sort of fluff?
Many thanks for this excellent contribution to the free-RPG pool. Great, great work!
Cheers

Posted:
Mon Sep 19, 2005 10:28 am
by riko-kun

Posted:
Mon Sep 19, 2005 10:50 am
by bigcape

Posted:
Mon Sep 19, 2005 11:00 am
by bigcape
[quote="hogscape"]Hi Jeff,
I stumbled upon A+ Fantasy through 'Chris's Compendium of Free RPGs']
Uh... unfortunately, I have to answer "No" to this... I don't have additional materials at this time... but both monster lists and equipment / price lists would be ideal things to add (a sort of Monsters and Treasures supplement is really needed.)
As a GM (and as the creator of the game) I have been sort of making that stuff up on the fly as we play. However, my players and I have all gone WOW (World of Warcraft) crazy and we're playing the WOW RPG right now... so nothing new is on the horizon.
I have however been very pleased to recieve feedback that proves that there are actual people out there playing my game. That is just the sort of thing to get me going on the thing again developing new content. So you never know.
... and thanks!

Posted:
Thu Oct 20, 2005 1:02 pm
by commodore
It's so sad WOW is swalloing up people. I heard there was a korean (i think) couple who played WOW 24 hours in a internet cafe. They had a kid under 1 year old who died because of their gaming madness. They were put into jail ofcourse. I know this is an unrealistic edge but I wanted to say that.

Posted:
Wed Jan 25, 2006 10:13 am
by Banesfinger
I also found this game through 'Chris's Compendium'.
Very nice, smooth mechanic.
You mentioned The Fantasy Trip (TFT). I thought I would mention a spin-off game "Legends of the Ancient World" (also free) is availible at this site:
Both A+ and Legends have much in common. I can't wait to present both to my gaming group.
Reason for my interest:
Our group now spends more time looking up rules (currently playing d20) and argues over rules instead of playing. I want to go back to a 'rules-lite' game. I think A+ may do this for us.
Will let you know how it is received! Great work!
A+ RPG Questions

Posted:
Tue Jan 31, 2006 11:41 am
by cknason
Hi Jeff,
I recently downloaded your A+ RPG and overall I think it's a pretty cool system with tons of room for expansion and customization. I do have a few questions and comments I'd like to throw at you, though. Your input and thoughts would be greatly appreciated!
1.) Can Spell Weapons be used to inflict damage without a Spell Weapon Technique so long as you have the Apprentice skill? For example, could a character with a Cognition of C and the Apprentice skill use a Wand of Fire to inflict 5-A damage? Or, must he also possess a damage-inflicting Spell Weapon Technique like Fireball? I assume the former is the case, but I could be wrong. If the latter is true, then I assume the rules imply that nobody starts out as a spell-casting character?
2.) What about non-human races? Would it be reasonable to assume that you could give demi-humans half-grade bonuses and penalties in certain areas? For example, Elves could have a "-" in Brawn and a "+" in Agility. Dwarves might have the reverse. Does this seem reasonable or unbalancing?
3.) The Holy Weapons are based on Determination. Would it be reasonable to allow a character to use Brawn as the basis for a Holy-class weapon so long as it didn't do extra damage against unholy creatures and couldn't be used for Holy Weapon Techniques? This is mostly a style issue. Some players would like to play warriors who use a War Hammer but don't want anything to do with Determination or the Holy effects.
Your comments would be greatly appreciated!

Posted:
Mon Feb 06, 2006 1:22 pm
by bigcape