OK, folx, now that the new message boards are working, it’s time to start the promised thread about what you’d like to see in Fantasy Hero.
To guide the conversation, and hopefully save everyone time, I’m going to start with two things. The first is a brief summary of the outline and contents of the book as they now currently exist in my pointed li’l noggin and computer files. You’ll note that it’s similar in structure to other genre books, particularly Star Hero. The second is a list of things I won’t be doing or including.
FANTASY HERO OUTLINE
Chapter One, The Fantasy Genre: an exploration of the various subgenres of fantasy (high, low, epic, s&s, and so on), common genre “bits,” and how to use all this stuff in your game.
Chapter Two, Character Creation: Racial Package Deals for many different races (ranging from your typical elf and dwarf to weirder stuff); Environment/Ancestry Package Deals (for peoples living in the mountains, underground, the sea; giants; and the like); Professional Package Deals (lots); and a review of the various game elements (Skills, Powers, etc.) as they pertain to fantasy gaming. Among other things, I intend to create a lot of new sample Talents, to cover common genre abilities and to show how easy it is to create your own to flavor your fantasy setting.
Chapter Three, Combat And Adventuring: various new/optional rules pertaining to combat; stuff about weapons; mass combat rules.
Chapter Four, Magic: Magic system creation; spell creation; magic items and their creation. Will include approximately a dozen sample magic systems, each with four or more sample spells; I may try to make one or two spells the same in every system, just to demonstrate the variations. Will also include lots of sample enchanted items.
Chapter Five, Fantasy Worlds And Races: How to create a new race or Package Deal; what you should think about when creating a realm or world for your character, or as the setting for a campaign.
Chapter Six, GMing: All sorts of nifty advice about creating and running FH campaigns and adventures, monster and NPC creation and use, all that sorta thing.
Chapter Seven, Sample Characters: Five or six example PCs, various example bad guys, including some generics (such as Orc, Ogre, Wily Merchant, etc.).
Bibliography (already discussed in another thread for some months now)
THINGS I WON’T BE DOING
1. Creating a default magic system. FH is an “instruction manual,” not a straitjacket. It’s going to show you how to create your own magic systems, and provide plenty of examples. No one’s going to be forced to do anything. Heck, you’re not even required to have fun with FH, though I sure hope you will.
2. Creating a default world or setting. See #1.
3. Making wholesale changes to existing rules or existing published material. I’m perfectly happy with, for example, the rules for lycanthropy in the Bestiary, so I’m not going to change them in FH. No one and nothing is perfect, but there’s nothing in the published 5E canon so flawed that it requires a reworking in FH.
Of course, FH will take a closer look at some subjects, and therefore may provide more rules for them. For example, in discussing archery, it may provide more detailed rules about and writeups for bows. But that’s an exception deriving from the nature of the book.
4. Providing conversion notes for other RPGs.
5. Huge amounts of historical research. While I enjoy researching subjects and turning them into RPG material, in this case I can’t, for two reasons. The first is time. In theory I have two whole months to write this book, but the reality is I’ll get interrupted so much I’ll be lucky to have a month. The second is that historical information is often of questionable value for fantasy RPGs (at best). Fantasy games are primarily based on what’s dramatic, cool, and fun, not historical accuracy — particularly since the existence of magic often makes historical comparisons a moot point. I may delve into a few subjects just to provide some data points, but that’s it.
There you have it. So, what do you want to see in Fantasy Hero?![]()



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