Saturday, June 18, 2016

Advanced Fighting Fantasy 2 • Re: [Regional Sorcery] Femphrey

Advanced Fighting Fantasy 2 • Re: [Regional Sorcery] Femphrey

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Yeah I definitely see the fixed Sorcery spell list as a regional thing with the standard one being for Analand. With the guy in the Sorcery books being an Analander if the lists are regional those spells have to be used in Analand.

It's probably not the official view but I also see Sorcery as not being taught in Allansia at all. Any Sorcerers there learnt it in the Old World and are almost always from there too. Most would be from Analand because that's where the initial contact was made between the continents and there are irregular trading links, which explains why Sorcerers in Allansia use those spells.

I'm not sure about the Naval Sorcery list being "the Femphrey list", simply because even a maritime nation has loads of people who spend most of their time on land and those spells wouldn't be much use to them. Also I'm not sure a nation like Analand shouldn't be able to have Naval Sorcerers, they've got plenty of ships too. The other thing is there's only 41 points of spells in the Naval list compared to 63 (not counting ZED) for the standard list, so it seems like to make it fair a Naval Sorcerer gets some of the standard spells too.

So here's my idea. There are multiple styles of Sorcery across the Old World, each with a fixed spell list that has to be learnt in it's entirety as per the rules. Most civilised regions on that continent have at least one style of Sorcery similar to the Analand one best known in Allansia, but with some differences. Some regions have more than one although they may be obscure and difficult to find teachers for. If the region has Sorcery and is coastal they will also have at least one style that focuses on naval spells.

In game terms what this means is the Director decides the Sorcery spell list available to a character using the standard one as a model. If the campaign is in Allansia, then generally the standard "Analand" list will be used. If the character is from elsewhere in the Old World the Director will need to come up with a unique spell list for them that swaps some from the standard lists for new ones.

If they want to play a Naval Sorcerer the Director just needs to round out the Naval list with some more spells and the easy way to do that is just add all the standard 1 point spells. The standard list has 29 1 point spells and the naval list only has 4, so that works pretty well. But a bit more effort would probably give an even better result. HOT seems really useful with all those wooden boats around...

Statistics: Posted by SkinnyOrc — Sat Jun 18, 2016 11:58 am






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June 18, 2016 at 08:51AM

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