From: [f r j] at [tiac.net] (frj) Newsgroups: rec.games.frp.misc,rec.games.frp,rec.games.frp.advocacy,rec.games.frp.marketplace Subject: Fantasy Realms :World of T'Phon Date: Sun, 29 Oct 1995 16:29:29 GMT Fantasy Realms works under the concept of letting a Game Master have as much campaign flexibility as they want. There are 2 different character generation methods (Constructed & Random), 4 Seperate experience methods, and a ruleset that is designed to handle things in as simple or complex manner as you the Game Master want. The rules aren't spread out over a dozen books, you get them all here right at the start. T'Phon is the introductory World Base for Fantasy Realms, a place of Magic and Mystery that holds similarities to our own world and yet is as distant as another dimension. Information regarding T'Phon characters, magic, and the like is included as an example of application of the Fantasy Realms Mechanic in the initial rulebook. Thus along with the rules you begin with a complete and playable worldbase in your hands. T'Phon includes its own magic system and laws of magic, descriptions of 225 spells and mechanics on letting players design new spells, eight player character usable races, twenty-five optional professions for players (and the ability to add more or discard the procession system entirely), Beastology, Weather Generation, Ship to Ship combat system, Cultural info, Glossary of terms and languages, Extensive Equipment Catalog for T'Phon characters, Religions and information on the Gods and Goddesses of T'Phon, Legends & Myths, History, and lots more! What Makes It Different? Fantasy Realms is different from other Systems for several reasons. First off it gives a lot of flexibility based on the World Background, and a large amount of choice on the part of the Game Master in regards to what they will do with the game. Additionally it eliminates much of the traditional paperwork that is associated with actually in game play, and thus leaves more room for actual roleplaying. It is the first known game Method of its kind that uses no 'Hit Point' or 'Spell Point' Method to track and balance things. It is also an interlinked system of rules, so that it is possible for the Game Master to allow players to transfer characters from one world base to another so that multiversal concepts can be applied. Thus when players want to explore other dimensions or worlds they do not have to necessarily start from scratch again with a new game system and new characters (but can do so if they so wish without having to learn the base mechanics all over again). Materials Needed To Play Fantasy Realms requires, of course, the basic rulebook. You will also need blank paper, writing tools (Pen or pencil), and some special dice. The dice should be available at any standard gaming hobby store, and you will need at least one (preferably a few) twenty sided dice with sides numbered 1-20). Because of the concepts behind the game design the use of miniatures is NOT recommended with Fantasy Realms. The designer feels miniatures reduce the ability of a gamemaster to suspend disbelief and they encourage wargaming aspects instead of roleplaying aspects. They also increase the cost of playing a game, and who wants to spend more money? Remember that despite appearances, this game system is intended as an open and flexible semi-pro creation. We are not getting rich off of it, simply recouping production, distribution and design costs. That's why its inexpensive and not available except via mailorder - the high cost of gaming is caused primarily by the large profit margins of distributors and retail stores, you avoid all that with us. Fantasy Realms has been playtested by people who enjoy roleplaying games, not some faceless corporate drones. We wrote it first for our own enjoyment and secondarily to share with you. It is a labor of love, and we hope that this shows in our work. Support for the game is available via our APA (Amateur Press Association) publication, where you can gain additional material, the insight of others and even share your own ideas and worlds with others. Its bi-Monthly, low cost, and known as the Fantasy Realms Journal. Want a Sneak preview? Well we've gone to the effort of taking the information from our Table of Contents and making it into an HTML document that you can go to with a simple click of your mouse. It Won't tell you everything, but will give you a definite look into the extensive nature of the book. URL:="http://www.tiac.net/users/frj/toc.html" Our artist, Adam Doyle, is a new talent to the Gaming industry, with a fine hand in working with B&W fantasy related materials. His efforts grace the paper version of the game. If you are looking for an artist for your own needs we suggest contacting him (WWW bio and contact info follows). URL:="http://www.tiac.net/users/frj/doyle.html" PRICING: Checks/Money orders should be made out, in USA Funds to: Joseph Teller and mailed to him at 8A Middle Street Court, Waltham MA 02154 FANTASY REALMS RPG : Paper Edition ($16 US/$19 Overseas); Disk Version ($12 US/$15 Overseas); Or get BOTH a Disk version and a Paper Edition as a combined set. (Combined set Paper & Disk is $21 US/$24 Overseas). Disk is PC readable only and includes an easy to use Hypertext tool (DART) to utilize the ASCII files efficiently. Editors Of The Fantasy Realms Journal APA _________________________________________ Joseph Teller * Kiralee McCauley * Cynthia Shettle [f r j] at [tiac.net] http://www.tiac.net/users/frj ___________________________________________