Familiars are an interesting thing in The Fantasy Trip. They get mentioned, but nothing is said about how to get them or defines their game play effects. Well, here are some suggestions on how to use them in TFT.
This is the first part of a two part series on ceremonial magic.
One of the things that always intrigued me about The Fantasy Trip was the ability of groups of wizards to work together to cast big spells. The canon rules only covered creating magic items, but the possibilities were so much more. Here is my attempt at proving ways to take group-based spell casting to the next level.
Skills in GURPS started out as Talents in The Fantasy Trip. It is a little strange going in reverse, from skills to talents--but it is very important to game depth to have them.
I recently found the Swords & Wizardry WhiteBox: Gothic supplement from Barrel Rider Games, and was kinda blown away. I've been looking for ideas to add elements of horror to my TFT games, and and this really fit the bill. Here is my take on how to fit those elements into The Fantasy Trip.
One of the things that is missing in The Fantasy Trip is a simple set of rules for dealing with insanity. Here are some simple house rules that make a stab at guiding players and GMs on insanity (madness!), but keep things as simple as possible.
One of the common problems debated in the community is that of IQ levels in The Fantasy Trip. The tie between the number of spells and talents and that of character IQ often leads to super-genius characters--characters that are supposed to be well, dumb.
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