For Solo or Group Play
Back in the '70's a company called Metagaming specialized in small,
inexpensive wargames of the counter and hex map variety. They also did
The Fantasy Trip, which was/is a favorite of mine. There were two published Microgames, Melee and Wizard and
later several MicroQuests, of which Death Test 2 is an early example. Advanced booklets and other stuff that made up The Fantasy Trip line of
role-play game products would continue to be published until Metagaming closed shop in 1983. It's a 3d6 system written by Steve Jackson who
used a lot of the ideas in his GURPS game later when he published under
his own company, Steve Jackson Games.
Death Test and Death Test 2 are adventure games written to be played
using the Melee/Wizard Microgames and can be run solo or with a group of
friends. I recall hours and hours spent playing my original copies
back-in-the-day. I recently acquired the above pictured used copy of
Death Test 2 which comes in a little box with a PB booklet and some cut
apart counters. The Death Test premise is simple, it is a dungeon used
to test potential heroes to determine their worthiness to join the
king's guard. There is a part 2 because apparently too many "wimps" were
getting through the original.
The box art by Pat Hidy gives a pretty good hint at what lies within.
An underground environment of adventure where characters encounter a
number of challenges including beasties such as the large wolf pictured. The
quest is played out on arena maps which are set-up to depict various
rooms with encounters. The map is laid out with a hexagonal grid and
counters are used to represent all the rest. A 47-page booklet is
included which describes each room in order and the encounters which
occur. It's a fight-your-way-through dungeon with a few puzzles and
surprises. The Fantasy Trip system is highly tactical and makes use of
facing and maneuver, distance and cover and gives the player a lot of
choices to make rather than just rolling to hit each turn. The tactical
nature of the rules gives it more appeal to wargamers than some other
fantasy systems. And in Death Test 2 the tactics do matter.
As I recall there are ways to greatly improve your chances of success based on the
tactics chosen in various encounters.
Having this old favorite in my hands again brings back a flood of
memories, one of which is a thought about converting the game to
miniatures, perhaps as a convention game. It would be so easy to do.
Just collect the appropriate game pieces - monsters, heroes, terrain,
etc. and build a 3D arena with some interchangeable pieces to represent
the various rooms. Or lay out the whole complex complete with connecting
tunnels and everything as I have seen done with other dungeon concepts
using various 3D dungeon terrain systems. The appeal here over other published designs is the tactical nature of The Fantasy Trip rules.
Who among us that plays tactical board games hasn't thought about
substituting miniatures for the game playing pieces and converting the
printed board to 3D tabletop terrain? It has been done with Avalon Hill's popular Squad Leader
and PanzerBlitz and many other boardgames over the years. I
recently read Empire of Imagination, the biography of Gary Gygax by
Michael Witwer. The author sums Gary up as a guy who just liked to play
games and wanted to share the games he liked with others. Looking for
ways to share the games we like to play is a big part of the
hobby...otherwise we play by ourselves! Fortunately there are a few play-aids devoted to solo play.
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