Fantasy Wargaming

Fantasy Wargaming Deeper dungeons More dangerous dragons Fantasy combined with never before explored logic for expert players Here in Fantasy Wargaming is an invaluable guide with complete playing rules and sections on

  • Title: Fantasy Wargaming
  • Author: Bruce Galloway
  • ISBN: 9780812828627
  • Page: 281
  • Format: Hardcover
  • Fantasy Wargaming

    Deeper dungeons More dangerous dragons Fantasy combined with never before explored logic for expert players Here in Fantasy Wargaming is an invaluable guide with complete playing rules and sections on Monsters and Magical BeingsCultures, Myth and ReligionCharacter GenerationRole PlayingSpellsWarrior TablesMotivations, and Index, and .

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      Posted by:Bruce Galloway
      Published :2018-06-11T13:16:55+00:00

    One thought on “Fantasy Wargaming

    1. Ned Leffingwell

      This is an artifact from the early days of role-playing. The authors are British students who played D&D and decided to create their own system based on the real Middle Ages. There is a lot of good information on the medieval era, feudalism, warfare, and such. The monsters are taken from legends, period bestiaries, and heraldry. Players are more likely to fight two-headed lions than orcs.The rules of the game are very complex and lean to close to realism. Female characters are forbidden from [...]

    2. Bob Koester

      While the role playing game within might or might not be playable as a stand alone game, the articles about medieval society, magic, and religion are fascinating and potentially very useful for running a great variety of games (not just those set in the middle ages either). The magic stuff in particular is set out better in some cases than in the already very good Authentic Thaumaturgy, which is probably the definitive book on magic for gamers.When this is all reduced to hard numbers for gaming [...]

    3. Eric Williamson

      Rating is probably more nostalgia than actual. It had a great historical basis and a firm understanding of occult lore from the Middle Ages. The game system wasn't viable.

    4. Robert A.

      Great primer on roleplaying medieval Europe & Britain and interesting takes on magic and religion in RPGs. There's also some worthwhile wisdom concerning Game Mastering. The second half of the book however is easy to skip as its mostly rules for its own system though the brief bestiary is a fun breeze through.

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