The Fantasy Trip is an "old school" RPG created by Steve Jackson. Its first element was released in 1977: the combat game Melee. That was followed by the magic game Wizard and a set of releases to allow full roleplaying sessions. There were also various adventures, including the solos Death Test and Death Test 2 and the dungeon-crawl Tollenkar's Lair.
TFT is more "cinematic" than "simulationist." Its foundation, Melee, was intended as a playable set of rules for fantasy combat, but speed and ease of play are the goal, not an exact representation of every swing and every defense. One of Steve's intentions was that Melee should be usable as a drop-in combat module for campaigns using other systems.
TFT is set on the mega-world of Cidri, a huge place which can contain every campaign world that anyone wants to create. Magical Gates connect many areas, so travel to very distant places is easy if you know the way. The background is unabashedly swords and sorcery. Elves are noble, dragons are greedy, and gunpowder weapons exist but are very likely to blow up in your face!
A fun hack 'n' slash campaign challenges unique heroes with clever dungeons. To get the most out of your fantasy adventures, you need a game that lets you customize and perfect characters, monsters, treasures, and traps.
That's where the ready-to-play Dungeon Fantasy Roleplaying Game comes in. It harnesses the customizing power of the award-winning Generic Universal RolePlaying System (GURPS), and streamlines it so you have exactly what you need to take fully-realized characters on fantastic adventures.
GURPS has been the leading "universal" game system for almost three decades, and is now well into its fourth edition. You can roleplay in any background using just the
GURPS Basic Set . . . but we've released in excess of 250 other GURPS Third Edition supplements, most still useful with GURPS Fourth Edition, and there are over 150 GURPS Fourth Edition titles available, with more appearing every month, thanks to both print releases and PDFs sold by our online store, Warehouse 23.
GURPS continues to cover the broadest range of topics for roleplaying, anywhere! Some supplements – like
GURPS Dungeon Fantasy,
GURPS Horror, and
GURPS Supers – tackle genres. Others present historical material:
GURPS Aztecs,
GURPS Greece,
GURPS SEALs in Vietnam, and many more. And still others offer settings, from our own GURPS Banestorm and
GURPS Infinite Worlds to licensed properties such as the
Discworld and Vorkosigan
roleplaying games. To support all this, we offer rules expansions like
GURPS Martial Arts and
GURPS Powers, and equipment and vehicle catalogs such as
GURPS High-Tech,
GURPS Spaceships, and
GURPS Ultra-Tech.
And because GURPS is one consistent rules set, from one professional publisher, all of these supplements work well together, whatever combination you pick. Buy GURPS books to play . . . or as sourcebooks for other systems . . . or just to read and enjoy.
Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes? Never fear, o beleaguered Game Masters, for Robin D. Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist for Dragon magazine is here to help – with Robin's Laws of Good Game Mastering.
Killer is a live roleplaying game . . . of assassination. Watch your back. Someone IS after you. He may have a water gun, a rubber snake . . . or a cream pie. The rules explain how to kill your friends safely . . . without endangering bystanders or getting into trouble.