Designers | Steve Jackson |
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Publishers | |
Years active |
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Genres | Generic fantasy |
Systems | The Fantasy Trip |
Website | thefantasytrip |
The Fantasy Trip (TFT) is a fantasy tabletop role-playing game designed by Steve Jackson and published in segments by Metagaming Concepts starting in 1977 and culminating in 1980. In 2019, Steve Jackson Games republished it as The Fantasy Trip Legacy Edition.
In fantasy role-playing games (RPGs) of the mid-1970s, epitomized by TSR's Dungeons & Dragons , players first randomly determine key attributes of their character such as strength, dexterity and intelligence before choosing a character class that will make the best use of the highest scores. [1]
The Fantasy Trip was the first RPG to use a "point-buy" system. Instead of rolling dice to determine the player divides a pool of 32 points between Strength, Dexterity and Intelligence. Higher Strength is related to better health. Higher Dexterity gives a better chance of hitting an opponent. Higher Intelligence allows for more powerful spells to be cast. Armor reduces the amount of incoming damage, but at the cost of Dexterity. Casting a spell comes at the cost of Strength. [1]
The basic rules are outlined in two publications, The Fantasy Trip: Melee and The Fantasy Trip: Wizard .
Melee introduces a simple, fast-playing, man-to-man tactical combat boardgame that came with a small blank hex map, a counter sheet of men, monsters, and weapons (for any weapons dropped in combat), as well as a 17-page rulebook.
Every character has a Strength and Dexterity attribute. Strength governs how much damage a figure can take and the size of weapons which can be used; heavier weapons increase the damage one inflicts in combat. Dexterity determines how likely one is to hit one's opponent. Armor can be worn, but while this reduces the amount of damage taken in combat, it lowers one's Dexterity.
Wizard's 32-page rulebook includes most of the Melee combat system but with a new a magic system. Intelligence is a third attribute that determines magical ability — a high IQ score allows the use of more varied and powerful spells. However, casting a spell will temporarily drain a character's Strength score, limiting the number of spells one can cast before requiring rest to regain Strength.
Released as an 80-page, 81⁄2 × 11 saddle-stitched book, In the Labyrinth: Game Masters' Campaign and Adventure Guide adds a role-playing system and fantasy-world background to The Fantasy Trip. (Released simultaneously and in the same format were Advanced Melee and Advanced Wizard, which greatly expand and revise the physical and magical combat systems.)
The three books together formed the complete Fantasy Trip game system. As in the original MicroGames, each character has Strength, Dexterity and IQ attributes. New (human) characters begin with 8 points of each trait, and the player has 8 extra points to add to any or all of the abilities as desired.
In the Labyrinth also introduces a point-buy skill system, an extension and generalization of the magic system inherited from Wizard. Each character has one talent or skill point per point of IQ, and each skill has a skill point cost as well as a minimum IQ to learn it.
American game designer Steve Jackson became interested in the first fantasy role-playing game, Dungeons & Dragons , when it was first published in 1974. However, Jackson did not like either the long and complex rules nor the character creation system with its randomly determined attributes. As RPG historian St Horvath noted, house rules became a common way "to reduce randomness in favor of giving the player some sort of leeway in creating the sort of character they want to play." [1] Jackson's solution as a game designer working for Metagaming Concepts was to design a new role-playing game system with a much simpler set of rules. Jackson's system also used a "point-buy" system for determining attributes. [1]
Metagaming Concepts had just started publishing their MicroGame line, small and simple games packaged in either a ziplock bag or a thin plastic case. Jackson's science fiction wargame Ogre was the first in the series. MicroGame #3, published in 1977, was the first part of Jackson's new RPG, a game titled The Fantasy Trip: Melee. This was followed in 1978 by MicroGame #6, The Fantasy Trip: Wizard.
Response to Melee and Wizard was good, and Metagaming quickly produced a "MicroQuest" line of small adventures that used these rules, ultimately producing eight in the series from 1978 to 1981.
Although Melee and Wizard established combat and magic rules, Jackson wanted produce a complete RPG. He revised and expanded both Melee and Wizard, adding more combat rules, more weapons, more magical items, and rules for the gamemaster, as well as a complete adventure that used the new rules. He submitted this for publication, assuming it would be released as one product. However, Metagaming president Howard Thompson disagreed with Jackson's approach, believing that it was too complex. [2]
After Howard made changes to the game, Jackson was not shown the final proofs, and Howard published The Fantasy Trip RPG as four separate books: Advanced Melee ; Advanced Wizard ; In the Labyrinth (a gamemaster's guide); and an adventure titled Tollenkar's Lair . Jackson was so incensed that he left Metagaming in 1980 to found his own company, Steve Jackson Games. [1]
Metagaming published several adventure for TFT, including Warrior Lords of Darok and Forest Lords of Dihad, published in 1982 for The Land Beyond the Mountains campaign setting in partnership with Gamelords. [3] The Thieves' World licensed campaign setting, published by Chaosium in 1981, also included character statistics and notes for use with TFT.
Two Metagaming-published magazines, The Space Gamer and Interplay featured TFT material, including designer notes, setting expansions, and alternate rules.
In 1983, Thompson closed down Metagaming and sold most of its assets. Jackson tried to purchase the rights to The Fantasy Trip, but Thompson's asking price of $250,000 was much too high, and TFT went out of print. [4] This led Jackson to begin work on a new "third generation" role-playing system that eventually became GURPS (the Generic Universal Role-Playing System), which was strongly influenced by The Fantasy Trip.
In 1988, Hobby Japan released a Japanese-language edition of TFT under the name Phantom Unicorn Quest (幻のユニコーンクエスト, Maboroshi no Yuniko-Nkuesuto). It combined in a single volume the rules from Melee and Wizard along with the MicroQuests Death Test, Death Test 2, Grail Quest, Treasure of the Silver Dragon, and Treasure of Unicorn Gold. [5]
In December 2017, Jackson announced he had exercised an option under U.S. law for an author to unilaterally terminate a grant of publication rights between 35 and 40 years after publication, which allowed him to regain rights to The Fantasy Trip. [6] In July 2018, Steve Jackson Games launched a Kickstarter campaign to reissue Melee, Wizard, and a TFT Legacy Edition boxed set with the expanded In the Labyrinth rules, among other materials. [7] The revived TFT proved a success for Steve Jackson Games, raising more than $450,000 in 2018, and the company has committed to expanding and continued support for TFT. [8]
On December 26, 2017, Steve Jackson announced he had re-acquired the rights for the TFT products he authored for Metagaming, specifically Melee, Wizard, Death Test, Death Test 2, Advanced Melee, Advanced Wizard, In the Labyrinth, and Tollenkar's Lair. [9] This was accomplished through the provisions of 17 U.S. Code § 203, which allows authors to reclaim works after 35 years. [10] [11] The process "took well over a year" and "was also not cheap", according to Jackson, [12] but it allowed for the revival of TFT by Steve Jackson Games.
On July 23, 2018, Steve Jackson Games opened a Kickstarter campaign for The Fantasy Trip Legacy Edition including updated versions of all the works reclaimed from Metagaming; the new version of In the Labyrinth incorporated Advanced Melee and Advanced Wizard, as originally envisioned by Jackson. [7] The Kickstarter campaign was funded the same day. The game was released for retail sale on April 17, 2019. [13]
Subsequently, Steve Jackson Games has kickstarted a group of TFT accessories, Decks of Destiny, [14] as well as a new TFT zine, Hexagram. Additional supporting materials, including adventures, solo/programmed adventures, Quick Quests, and beastiaries are also planned. [15] The company also announced a licensing structure allowing other companies to produce material for TFT; the first such licensed project was a series of five adventures published by Gaming Ballistic in 2019. [16]
Ronald Pehr reviewed The Fantasy Trip in The Space Gamer No. 31. [17] Pehr commented that "The Fantasy Trip is an excellent FRP game system. I'd have liked it to be better organized and a few dollars cheaper. Those who purchase it anyway will be very glad they did." [17]
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "The Fantasy Trip [was] the first RPG to use a point-buy skill system. Point-buy allows players direct, fine-grain control over how their character is created and developed over time." Horvath concluded, "The result is a flexible and intuitive system filled with promise." [1]
Beyond these products, additional supplements were in various stages of playtest, design, and development when Metagaming shuttered. Among these, according to a February 1982 company memo, [21] were High Noon, an old west rules set; In the Name of Justice and Herodium, comic book superheroes rules sets; an adventure, Nosferatu; and a campaign setting, The Inner Sea.
A number of dedicated fanzines supported the original publication. Lester W. Smith's The Fantasy Forum ran from 1987 to 1992 with a total of ten issues. Inept Adept and Goblin Keep published two issues each. A fourth fanzine, Vindicator, was devoted to MicroGames in general but did include some material specific to TFT. Vindicator published at least 14 issues from 1995 to 1998. A number of tribute and fan websites preserved and expanded TFT over the years, including a long-running E-mail discussion list archived at tft.brainiac.com.
At least two game companies have developed material inspired by and largely compatible with TFT, similar to retroclone games. Dark City Games has offered "MicroQuest"-style programmed adventures since 2005 for its Heroes of the Ancient World system, as well as TFT-compatible rules and adventures for wild west and science-fiction genres. Heroes & Other Worlds similarly builds on TFT, albeit with greater deviation from the original rules.
The Generic Universal Role Playing System, or GURPS, is a tabletop role-playing game system published by Steve Jackson Games. The system is designed to run any genre using the same core mechanics. The core rules were first written by Steve Jackson and published in 1986, at a time when most such systems were story- or genre-specific. Since then, four editions have been published. The current line editor is Sean Punch.
RuneQuest is a fantasy tabletop role-playing game originally designed by Steve Perrin, Ray Turney, Steve Henderson, and Warren James, and set in Greg Stafford's mythical world of Glorantha. It was first published in 1978 by The Chaosium. Beginning in 1984, publication passed between a number of companies, including Avalon Hill, Mongoose Publishing, and The Design Mechanism, before finally returning to Chaosium in 2016. RuneQuest is notable for its system, designed around percentile dice and an early implementation of skill rules, which became the basis for numerous other games. There have been several editions of the game.
Star Frontiers is a science fiction role-playing game produced by TSR from 1982 to 1985. The game offers a space opera action-adventure setting.
Tunnels & Trolls is a fantasy role-playing game designed by Ken St. Andre and first published in 1975 by Flying Buffalo. The second modern role-playing game published, it was written by Ken St. Andre to be a more accessible alternative to Dungeons & Dragons and is suitable for solitaire, group, and play-by-mail gameplay.
DragonQuest is a fantasy role-playing game originally published by Simulations Publications (SPI) in 1980. Where first generation fantasy role-playing games such as Dungeons & Dragons (D&D) restricted players to particular character classes, DragonQuest was one of the first games to utilize a system that emphasized skills, allowing more individual customization and a wider range of options.
Steve Jackson is an American game designer whose creations include the role-playing game GURPS and the card game Munchkin.
Metagaming Concepts, later known simply as Metagaming, was a company that published board games from 1974 to 1983. It was founded and owned by Howard Thompson, who designed the company's first game, Stellar Conquest. The company also invented Microgames and published Steve Jackson's first designs, including Ogre, G.E.V. and The Fantasy Trip.
Howard M. Thompson is an American wargame designer and founder of Metagaming Concepts. His first game was Stellar Conquest, a popular and well-designed simulation of interstellar warfare.
Melee is a board wargame designed by Steve Jackson, and released in 1977 by Metagaming Concepts. In 2019, Melee was revived and re-released by Steve Jackson Games.
Wizard is a board game system of medieval fantasy magical combat published by Metagaming in 1978 that was designed to complement the previously published Melee, a system of melee combat rules. Forty years later, Wizard was revived and re-released by Steve Jackson Games.
The original Dungeons & Dragons boxed set by Gary Gygax and Dave Arneson was published by TSR, Inc. in 1974. It included the original edition of the Dungeons & Dragons fantasy role-playing game. Its product designation was TSR 2002.
Heroes of Olympus is a role-playing game first published by Task Force Games in 1981.
Tollenkar's Lair is a 1980 fantasy role-playing game adventure for The Fantasy Trip originally published by Metagaming Concepts and re-released by Steve Jackson Games in 2019.
Grail Quest is a solitaire Arthurian fantasy combat adventure published by Metagaming Concepts in 1980 that uses the combat rules from The Fantasy Trip.
Death Test 2 is a 1980 fantasy role-playing game adventure for The Fantasy Trip published by Metagaming Concepts. It was re-released by Steve Jackson Games in 2019.
Master of the Amulets is a 1981 fantasy role-playing game adventure published by Metagaming Concepts.
Starleader: Assault! is a science fiction microgame published by Metagaming Concepts in 1982 that was designed to introduce the rules of combat with firearms for a forthcoming science fiction role-playing game that did not get published before Metagaming went out of business.
Duel is a combat-focused role-playing game published by Nightshift Games in 1992.
In The Labyrinth is a 1980 role-playing game supplement for The Fantasy Trip published by Metagaming. An expanded version released in 2019 by Steve Jackson Games as part of the company's revival of The Fantasy Trip.
Death Test is a 1978 fantasy role-playing game adventure for The Fantasy Trip published by Metagaming Concepts.
TFT is too complicated as completed by Steve Jackson. He completed the project as he wished, not as I'd hoped or even laid down constraints. But, when we'd stuck out our necks so far on TFT and were so committed we had no choice but to go with what we got. I think the system is better than D&D, but not by a huge margin. All the material in Advanced Melee and Advanced Wizard didn't need to be added at all. More spells and weapons fine, more detail of combat, no.