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Advanced Fighting Fantasy Adventure Guide

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0% found this document useful (0 votes)
113 views6 pages

Advanced Fighting Fantasy Adventure Guide

Uploaded by

glennkenobi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Adventure

Creation

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System
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Daniel Quinlan
Stuart Lloyd and Graham Bottley
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AFF Adventure Creation System

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This Edition Print: 2024

Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
Fighting Fantasy, including the Fighting Fantasy shield, is a trademark of Steve Jackson and Ian Livingstone and is used under license
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Advanced Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved

Cover Illustration is © copyright © 2015 Dean Spencer, used with permission. All rights reserved.

Internal illustrations are © copyright Alan Langford, Tony Hough, Nik Williams, Bill Houston, Bob Harvey and Russ Nicholson
Some artwork copyright William McAusland, used with permission
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Thank you to Mark Stanley, ELF Vesala and Glen Sharman for additional proofreading.

Steve Jackson and Ian Livingstone hereby assert their moral right to be identified as the authors of Advanced Fighting Fantasy in
accordance with the Copyright, Design and Patents Act 1988.

No part of this book may be copied or reproduced without express wri�en permission from the copyright holders.

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Introduction

CONTENTS

Chapter 1 - Introduction Page 4

Chapter 2 - Using this book Page 5

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Chapter 3 - General Guidance Page 7

Chapter 4 - Se�lements Page 45

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Chapter 5 - Dungeons Page 161

Chapter 6 - Wilderness Page 195

Chapter 7 - Political, Religious and Social Factors Page 239

Chapter 8 - Rumours and Events Page 269

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Chapter 9 - Villains

Chapter 10 - Missions, Quests & Adventures


Page 277

Page 315
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Chapter 11 - Adventurers Guild Page 399

Chapter 12 - Adventure Consequences & Rewards Page 407


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Chapter 13 - Treasure Page 413

Appendix I - List of Tables Page 427


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Appendix II - List of Codes Page 431

Appendix III - Solo Flowchart Page 432

Kickstarter Backers Page 433

Index Page 435

3
AFF Adventure Creation System

1 - INTRODUCTION

A few years ago Graham, myself and a few of our The Adventure Creation System splits the
friends (who have been invaluable in making this environment into three sections: Se�lements (cities,
book) were debating a topic which will be familiar to towns and villages), dungeons and the wilderness.
many people who enjoy roleplaying games - the For each type of environment, we provide the means
challenge of creating worlds and adventures, and to create unique and varied maps for your hero to

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how much work the Director has to put in to deliver use, encounters to challenge them and people to
an adventure. Whilst opinions varied we all agreed meet.
that the task could be made a lot simpler and with the

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proper resources solo play would also be possible. As Of course, a hero needs something to do in the world
I had already begun writing some rules covering they have created. This book provides a wide
encounters and maps in cities I offered to make an selection of villains to challenge your hero and a
a�empt - rashly imagining that it would be compendium of plots to work through, or be used as
reasonably straightforward - and several years later I part of your own campaigns, as well as a system to
am happy to report that our earlier debate now has a create more quests and missions.
conclusion, and I would like to welcome you to the

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Advanced Fighting Fantasy Adventure Creation
System! In this book, we will set out advice and
procedures that will let you create cities, dungeons
Armed with this book, a pencil, some paper and a few
six sided dice, you can rapidly assemble everything
you need to play Advanced Fighting Fantasy, either
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and wilderness areas for you to use in your as a solo hero or as part of a group.
adventures and provide you with horrible villains
and plots to test your heroes abilities. All you will We hope that the rules and ideas in this book provide
need is some paper, a pen or pencil, a few six sided enormous assistance to you in your adventures,
dice and a sprinkling of imagination. whether they be a hero taking on the dangers of the
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world single-handedly or a party of companions


This book can be used as the basis for solo adventures questing onwards to glory. However you wish to use
or as an aid for people playing in a group, with or it, enjoy your adventures!
without a Director. It provides the means for you to
quickly create playable environments in which you Daniel Quinlan, June 2024
can either set your own adventures or play out the
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example missions and quests created using


randomised tables. Either way, the aim is to enhance
your time spent as a hero of Titan, so one general rule
should be stated right at the start - feel free to modify
anything you come across so it be�er suits your
vision of the world!
To Jane and Arthur,
for their love and patience

4
Introduction

2 - USING THIS BOOK


We have tried to cover a great many aspects in this In chapters 4, 5 and 6 we look at creating and playing
book, hopefully everything your hero needs to have in different types of environments; se�lements,
great adventures across Titan and beyond. Although dungeons and the wilderness. For each we set out
each chapter has examples of how to use the rules ways of building maps and populating them with
and options provided, because there is so much encounters, both combat and non-combat based, and
included we are starting with a rough guide to help discuss specific aspects which are often overlooked

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you steer your way around. such as foraging in the wilds or the consequences of
ge�ing caught by the city Watch, things that will
The first thing to say - and we will repeat this bring depth and variety to your adventures.

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throughout this book - is that these rules and options
are intended to make your experience of playing the In chapter 7 we look at social and cultural factors that
game both easier and be�er and as such you should can affect your hero or reflect their ambitions and in
always feel free to modify, amend and ignore them as chapter 8 we provide a variety of rumours & events
you see fit. They are intended to be a source of that introduce a feeling of adventuring in a living
inspiration not a burden! world - many of these options are outside the scope
of what is strictly required for general play but help
Chapter by Chapter Summary
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In chapter 3 we cover general play guidance,
difficulty levels and set out a detailed playthrough
to make your hero and your world feel more real.

Chapter 9 and 10 deal with two very important things


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using an example hero. For people who are already - villains and missions. Villains are your enemies and
experienced with using the Advanced Fighting opponents, the antagonist against which you must
Fantasy rules much of the play guidance will already fight to prove yourself a hero! Missions (or quests and
be familiar, but we do recommend looking through it adventures) are your means to do so - a series of tasks
as we have included a lot of additional detail and and encounters that your hero must overcome should
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guidance that is not included in the core rulebook. they wish to face the villain and defeat them. Both
chapters provide extensive examples for you to use
It will also help you to understand some of the and detailed methods to help you create your own
choices we have made later on. Part 3.2 covers enemies and quests.
difficulty levels and how you can make adjustments
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to the encounters and tests your hero will be facing - Chapter 11 details the Adventurers Guild, which is a
the important thing is that you end up with a game not entirely serious method of introducing some
that is satisfying for you - and in part 3.3 we set out smaller quests and rewards, whereas chapter 12
some example heroes and use one of them to do a explains how to assign rewards such as experience or
detailed playthrough of some of the systems in this social advancement for the missions detailed in
book, which will help you to navigate it. Chapter 10. Finally, chapter 13 provides you with
tables that generate random treasure for any monster
that you defeat.

5
AFF Adventure Creation System

Quick Start Guide Conclusion


For those of you that have a hero prepared and ready However you choose to use this book our hope is that
to go, you can get straight into the action by jumping it becomes an invaluable resource full of ideas,
to chapters 9 and 10, which cover villains and options and guidance that can create worlds and
missions. You can start by finding a villain using table adventures simply by rolling dice and adding a li�le
9.1.1 ‘Who is your Opponent?’ and then reading the bit of imagination, or by using those resources to
description of your enemy to find out what challenge enhance the places and people (both good and bad)

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they have in store for you by rolling on their that you have already brought to life. Either way, we
personalised mission generator table. This will take would like you to remember that the aim is to enjoy
you to table 10.1.1 ‘Campaign Missions’ which will your adventures and the stories you create and
provide you with a detailed quest to undertake. everything we have provided should be treated in

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that light. If you like it, keep it, and if you don’t then
After that, you will need a map. Some of you may change it to suit your needs. However you use the
already have maps you have created, in which case adventure creation system, we wish your heroes the
you can use chapters 4, 5 and 6 to help you fill in the best of luck with their adventures on Titan and
details and generate encounters that include not just beyond.
monsters to fight but also locations to

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discover and social situations to navigate.
If you do not have a map, fear not! Those
same chapters include extensive rules
and guidance on how to build your map,
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with the emphasis on being able to do
this quickly and with the minimum of
effort whilst still producing something
that has the depth and complexity you
need to bring your world to life.
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From this start you can go on to explore


the book as you like. As you defeat
monsters you can use chapter 13 to
generate treasure and loot from the
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monsters you defeat and chapter 12 to


find out what your hero receives as a
reward for completing their quests.
Chapters 9 and 10 show how to create
more villains and quests and chapters 4,
5 and 6 will allow you to extend your
maps indefinitely, whilst chapters 7, 8
and 11 allow you to add depth and
variety to both your campaign and your
hero.

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