Allansia PDF/EPUB Ú Paperback

Allansia PDF/EPUB Ú Paperback

Allansia ✰ Allansia Epub ✶ Author Marc Gascoigne – Centrumpowypadkowe.co.uk The world of Titan is an extremely dangerous place Mankind and its allies huddle in fortified settlements, for beyond the castle walls the wild lands stretch across three continents Out in the wastela The world of Titan is an extremely dangerous place Mankind and its allies huddle in fortified settlements, for beyond the castle walls the wild lands stretch across three continents Out in the wastelands, Orc tribes war with each other for dominance Savage monsters roam at will in search of food Evil sorcerers ready their inhuman armies for battle No one, surely, would venture out into such inhospitable places unless the rewards were so great a hero couldn t possibly refuse Allansia is the third volume in the Advanced Fighting Fantasy series, and within its pages you will find rules for designing and running adventures in the savage lands of Titan In Dungeoneer you ventured into the deadly underground realms in search of treasure In Blacksand you dared enter the crime ridden cities and towns Now it is time for YOU to explore the wilderness, in search of the greatest rewards of all This Fighting Fantasy volume was the third and final book in the Advanced Fighting Fantasy or AFF series, which after the previous two volumes turned its attention to the wilderness of the continent of Allansia Although smaller than Dungeoneer, and Blacksand withpages the book introduced many new rules, including new skills, spells, detailed information on playing as one of six speaking races native to Allansia and exciting rules governing mass battles based around the Dwarven realm of WarpstoneThe volume also includes lots of new information of the various terrains of Allansia with encounter tables and the continuation of the adventure presented across all of the AFF series entitled A Darkness Over Kaad.


10 thoughts on “Allansia

  1. Odhran Odhran says:

    Yet another example of a book that I found rather inspiring as a kid This particular book, with all its tables and maps and descriptions, was a driving force behind my love of worldbuilding Not quite as inspiring as Blacksand, its predecessor, and to be frank the rules and the film gimmick are a bit crap, but the world Oh, the world


  2. Jason Pym Jason Pym says:

    The third and final book in the Advanced Fighting Fantasy role playing game books aimed at primary school age early teens The first book Dungeoneer took the system from the choose your own adventure books good enough for one shots and added skills and magic, giving it enough depth for a campaign This book is the wilderness adventures supplement, and as such is mostly terrible.A third of the book details different wilderness environments, from swamps to mountains, and for each gives a redun The third and final book in the Advanced Fighting Fantasy role playing game books aimed at primary school age early teens The first book Dungeoneer took the system from the choose your own adventure books good enough for one shots and added skills and magic, giving it enough depth for a campaign This book is the wilderness adventures supplement, and as such is mostly terrible.A third of the book details different wilderness environments, from swamps to mountains, and for each gives a redundantly facile geography lesson and a wandering monster table It doesn t add anything you couldn t easily come up with on your own The last third of the book is an adventure, also awful, especially for beginning games masters which the book is aimed at It is a boring, plodding railroad in which the players are assumed to make less than obvious choices That means that as the games master you d have to somehow crowbar them into every subsequent scene, toward an end that they ll be hard pressed to care about Unlike the adventure in Blacksand , which is salvageable with work, I can t see any way to make this playable Strange that the most fun Fighting Fantasy adventures are the nonsensical old school dungeons from the Basic Fighting Fantasy rule book the one with the weird cat thing on the cover Also, from this adventure you d think Fighting Fantasy was the most bland of generic fantasy, whereas its charm is that there s a lot of odd stuff in there why not throw in some jib jibs screaming furry cabbages or that mucus elephant But this book is not a dead loss a third is general new stuff, new skills, spells and mass combat rules And these are all pretty interesting The skills range from the useful Disarm, Healing, and a couple innate abilities like Excellent Hearing to space filler Fishing , to at worse covering things for which there are already skills for Scouting, Pathfinding.New spells also range from the useful but boring Befuddle, Ignite, Breathe , to the useless Glowing Eyes no mechanical effect , but also some that are a lot of fun Animate object, Combine two spells, or Exchange Bodies However, there are several spells that should definitely be left out of games The spell Ironhand, which increases Initial Skill by 1 point per point of Stamina spent is both boring and overpowered Ensure, which avoids critical failures you don t have to roll on the Oops table on a double six is both too expensive and takes the fun out of things And some that duplicate other spells, Command object does the same thing as Animate object There are some new Minor Magic spells simple charms that have little mechanical effect I like these a lot, they add a nice touch to the story though they are very insignificant things Dry, Dry one wet item, small in size Will not remove oil The exception is a spell that freezes time for several seconds which seems to powerful, and would be better moved to the regular spell lists Then there are the mass battle rules, which I haven t tried out yet but on the face of them are simple, clever, and tied perfectly to the Fighting Fantasy rules There are two versions, a quick way to resolve battles abstractly and a secondinvolved set of rules which are a straightforward miniatures wargame, moving about metal armies on a table I m not that interested in miniatures wargames, but this made me want to set up a battle, not least because you could take any weird monster from the Out of the Pit bestiary and turn it into an army a unit of laser beam shooting red eyes, or knife throwing disc shaped wheelies.This book is marginally better than Blacksand the second in the series, the cities supplement but overall unless you get a cheap copy or really want mass combat rules, I d skip it Also I just discovered Arion Games puts out a book called Advanced Fighting Fantasy Deluxe, a massive hardback that reprints all these rules, plus the world guide Titan plus the Out of the Pit bestiary Hopefully they ve tidied up a lot of stuff from this series, rules wise However, by far by favourite version of the Fighting Fantasy rules is the weird and wonderful Troika , and the pdf is free


  3. Juho Pohjalainen Juho Pohjalainen says:

    Ah, nevermind just Blacksand the whole setting is one of my favourites Really I d only put Wilderlands of High Fantasy above it, at least without a fight.You ve got your wretched hives, your evil sorcerers, your nature survival, your knights and chivalry, your Hammer Horror, your post apocalyptic, your eternal struggle against Chaos it s got it all It s great.Just maybe use D D for it instead of the native system Or Dungeon Crawl Classics The setting could just as well be made for DCC, Ah, nevermind just Blacksand the whole setting is one of my favourites Really I d only put Wilderlands of High Fantasy above it, at least without a fight.You ve got your wretched hives, your evil sorcerers, your nature survival, your knights and chivalry, your Hammer Horror, your post apocalyptic, your eternal struggle against Chaos it s got it all It s great.Just maybe use DD for it instead of the native system Or Dungeon Crawl Classics The setting could just as well be made for DCC, really


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