Tuesday, December 22, 2015

High Fantasy

"Imagination is the heart and soul of High Fantasy"
With those words author Jeffrey C. Dillow begins his Introduction to High Fantasy (HF). Published in 1978, HF is one of the first generation reaction games, a reaction to white box in that the author likes the idea of using one's imagination in fantasy roleplaying, but thinks the rules can be improved, in part by being more realistic. Mr. Dillow follows the lead of many of the fantasy game designers of the period by referencing the literature of R.E. Howard and J.R.R. Tolkien as direct influences. Mr. Dillow states the rules allow players to experience adventure similar to that found in the works of their favorite authors through the actions of their player characters. I must admit being able to act out such adventures through a character in such a game appealed to me from the beginning (and obviously still does).
HF is a percentile system and has the logical transparency one usually associates with such systems. People generally understand that there is a percentage chance of certain things happening and that skill and circumstances can alter that percentage. As long as a game presents logical percentages, it can seem very realistic just by this transparency. HF offers the player a choice of four basic character classes, warrior, wizard, animal master and alchemist. There are also subclasses which allow the PC to specialize in certain skill sets. Each PC has an offensive total affected by scores in strength and coordination and a defensive total affected by the score in coordination. Quickness determines who goes first and is affected by weapon speed. Combat is a matter of subtracting the target's defensive total from the attacker's offensive total and rolling percentile dice. Consulting a table gives the outcome and any damage taken by the target reduces armor value and defensive and offensive totals.
A beginning spell caster may know 1 or more  magic spells which are held in a special book. The spell book in HF is unique (to my knowledge) in roleplaying. It is a sentient thing which the wizard must attune/imprint to in order to use. The book assists the wizard in casting spells, is immune to most forms of damage, but can die. If killed, the book's cover fades and loses it's peculiar character (face or whatever), the pages fall out and the wizard is wise to soon seek a replacement. Many spells can be memorized allowing the caster to quickly throw the spell without the aid of the spell book, others are not able to be memorized and must be cast directly from the book. Spells cost mana points (lowering the wizard's daily supply of such points) which shapes the aether (from the environment) which powers the spell. This is an interesting theory of magic which allows for the traditional limited spell points/mana and environmental effects such as aether rich/poor areas. Many spells have multiple planes or power levels and can be cast with increasing effect at the higher planes. The rules for familiars include some unusual creatures, such as a ball of light or a human, and familiars can themselves cast spells.
HF includes many of the usual fantasy monsters with a few blatant name alterations in the case of IPs such as the Ehnt and the Balro. HF is a humanocentric game in general, but there is an option in the back of the book to allow Tolkien-style Hobbits, Dwarves and Elves to be played as PCs if desired/allowed. A short essay on developing a game world is included near the end for Judges, as the HF referee is referred to. In it is advice on designing the dungeon or temple for a first adventure, gradually adding to the world as the PCs continue to explore. Advice is given on economics, treasure and monster challenges with a goal of keeping the campaign balanced and playable. As they acquire wealth there are suggestions for the PCs spending it based on class, such as building a laboratory for an alchemist, a library and workshop for a wizard, etc.
The HF story is an adventure itself. According to gamer legend, the original 48 page booklet was self published by Mr. Dillow from the game he and friends played while in college. HF sold well enough to come to the attention of a major publisher (Reston) who produced an expanded 196 page edition and several additional adventure volumes which are well regarded in the hobby. This publisher was able to put a hardcover HF on the shelves of retail bookstores as well as hobby shops and for a while (early 80's) the hobbyist could visit most bookstore chains and find  a selection of hardcover roleplaying books including AD&D, RuneQuest, DragonQuest and High Fantasy. In many ways it was a Golden Age for the hobby. Then this all changed and HF (along with several other hardcover RPGs) and Mr. Dillow himself disappeared from the hobby. He has recently returned, however, with the publication of a new HF novel titled When Magics Meet.
High Fantasy is a game I first acquired in the early 1980's. I have read it often and find I like many of the ideas presented therein. I have only played it solo and can recommend the solo adventures as being some of the best I have encountered. They are well written, meaty and have good replayability. The artwork in the early, self published (Fantasy Productions, Inc.) edition is in my opinion superior to the later (Reston Publishing Company, Inc.) edition. The larger size of the early edition also makes the combat table easier to read. With Mr. Dillow's return to the hobby and the current interest in old school games, might I hope for a new edition/reprint of High Fantasy? Maybe then I could find a group interested in a friendly game of High Fantasy!


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