A brief discussion on G+ got me thinking; what would I have
to do to use the Advanced Fighting Fantasy ‘engine’ for genres other than the high-ish
fantasy of Titan. Obviously, the gamebooks covered lots of ground here, with
sci-fi, post-apocalypse, superheroes, and horror, as well as slightly different
takes on the fantasy of Titan. Sometimes these played straight with the
Fighting Fantasy system, but on other occasions they added in a new mechanic;
FEAR, EVIL, FAITH, HONOUR etc. were all added to provide a mechanic that
stressed a particular theme.
As I thought about it, I felt that a lot could be done
simply by renaming the traditional three statistics. So, for a pulpy game,
rather than SKILL, STAMINA, and LUCK, you could have COMPETENCE, GRIT, and
FORTUNE. Of course, you wouldn’t have to rename *any* of these, but by renaming
them you send a particular set of messages to the players (and you remind
yourself) as to the genre expectations.
COMPETENCE I like as it captures what SKILL really means
when it comes to PC Heroes, and disassociates it from Special Skills. It is
easier (for me) to think of COMPETENCE as being something similar to ‘Level’,
with Special Skills representing particular areas of training. It would also
make it easier for me to explain that someone with a Special Skill rating of 4
is much better trained than someone with a Special Skill rating of 1, but that
when it comes down to testing those skills when under fire from a Nazi agent
wielding a tommy gun, well, then COMPETENCE matters.
I like GRIT, not only as it seems genre appropriate, but
because it is easier to narrate the loss of GRIT when being shot at (but not
struck), when missing sleep, or hungry, or when psychologically harmed.
FORTUNE? Well, FORTUNE is only in there as I thought I’d
best change all three, as LUCK seems perfectly fine for a pulp game. However,
as I mused over the possible alternative names for LUCK, I did find the perfect
name for it in a ‘Dark Ages’ themed game: WYRD.
And then there is the fourth stat – the default of which is
MAGIC – which is acts to add mechanical weight to the genre’s themes. A fourth
stat isn’t strictly needed. AFF runs just fine with warrior/rogue type Heroes
with not a point in MAGIC, but the presence of a fourth stat does allow a bit
more variation in point distribution when making PC Heroes. But more than that,
having a fourth box labelled MAGIC, FAITH, SPIRIT, EVIL, CORRUPTION, HONOR,
SANITY, PSYCHIC POWER, etc., produces expectations of a particular type of game
– that in this setting, in this campaign, these are important enough to be
removed from being governed by SKILL, STAMINA, LUCK, Special Skills, and
Director fiat. Rather, these are a source of a power, or weakness, and will
figure in the adventures of these Heroes.
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