Years active | 1989 (AFF 1st ed.), 2011 (AFF 2nd ed.) |
---|---|
Genre(s) | fantasy tabletop roleplaying game |
Random chance | six-sided dice |
Skill(s) required | storytelling, roleplay, imagination |
Advanced Fighting Fantasy (AFF) is a British roleplaying game based on the Fighting Fantasy and Sorcery! gamebooks, and was published in 1989. A second edition was published in 2011. It takes place in the world of Titan.
AFF is chiefly meant to facilitate the games master to write his or her own adventures inspired by Fighting Fantasy. The few adventures published for the game are brand new adventures specifically written for the system as opposed to converting existing gamebook stories for multiplayer rpg usage.
It is thus unrelated to either the Myriador d20 conversions of several gamebooks by Jamie Wallis, or the electronic conversions of the Sorcery! series by inkle. Both these feature unique rulesets not seen elsewhere in the Fighting Fantasy brand.
The rules of AFF are adapted from the rules of the Fighting Fantasy gamebooks and was an expanded but separate follow-up to Fighting Fantasy The Introductory Role-Playing Game. This system is based on skills, here called "Special Skills". The game features neither classes nor levels.
A player character, called Hero, is defined by:
The creation of a Hero starts with the choice of a "concept", e.g. a Knight of Salamonis or a Student from the magical school of Yore — this has no influence on the attributes and is more a background guideline. Unlike the gamebooks, the characteristics and special skills are not rolled but are bought with creation points. The rules provide archetypes which allow a fast creation: Adventurer, Archer, Barbarian, Priest of Telak, Rogue, Warrior, Wizard…
There are three types of tests:
The rules provide difficulty adjustments for given situations (e.g. -5 to the Climbing special skill when wearing a plate armour).
The combat rules are the same as the gamebooks', except that the points of damage (Stamina loss) are determined randomly: the attacker rolls 1d6 and reads the points of damage on a table (one for each weapon), the defender does the same to apply the damage reduction from his armour. There are a few combat options: Luck test to increase or reduce the damages, surprise, feint…