Fantasy Wargaming, cover to cover (X)

Chapter VI: The Complete Enchanter (or, “What in Hell do I do now?”)

This chapter provides advice for new GMs, and it is not really specific to FW as far as I can tell.   A lot of it seems like “common sense,” and is probably not far off what you’d see in any game of the time.  Despite the earlier scorn heaped no megadungeons in the foreword, the advice here has a lot of ideas for making more realistic dungeons, which is something I think you’d see in The Dragon and other publications of the time.

So, some of the good ideas:

  • Construct your “wandering monster” tables by looking over the dungeon key and deciding which monsters are likely to leave their rooms.
  • Extensive suggestions about constructing traps that would be likely to continue working after being left in place for years or centuries, versus those that should malfunction after a shorter time.
  • Instructions for making your own  gridded battlemats (laminating posterboard onto which a grid was drawn, and using grease pencils or markers, basically)
  • Advice about using miniatures and explicitly mentioning that FW assumes their use in play.
  • A discussion of when to allow saving throws (pretty much whenever the players want).  I wonder if this is a reference to Tunnels & Trolls mechanics?
  • Some guidelines on assigning saving throw chances in FW (which does not appear in the rules chapter, further reinforcing that these chapters can’t be skipped).
  • Some entertaining anecdotes of the writer’s gaming group’s escapades.  I think this must have been their foray into T&T dungeon crawling.  It seems to consist of very standard D&D type stuff.

Well, that’s all I took notes on here.  Next time, I’ll move on to crunchier final chapter, which takes up more than half the book…the playing rules.

Published in: on August 3, 2010 at 10:00 am  Leave a Comment  
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