What is Heroes & Other Worlds?

Heroes & Other Worlds is a game of adventure inspired by Metagaming's classic Melee/Wizard/TFT system combined with inspiration from the Moldvay edited basic game. The rules are easy to learn and use standard six sided dice. The system is simple, sensible and flexible in the spirit of classic role playing games from the early 80's. Become a Hero, Other Worlds await!

Sunday, January 6, 2013

TFT the evolution

Robert Saint John has created a unique and not to be missed document comparing the Fantasy Trip system in all its various incarnations. In a strictly comparative manner you are able to one stop shop and review the differences and iterations of games from Melee through to Heroes & Other Worlds comparing the various systems and their contents! 

Light on color, high on content this is a brilliant piece of work and should not be missed! 
Image source

7 comments:

  1. Thank you much for spreading the word on this! It was a really useful exercise for me as it corrected a number of misconceptions I've had about some of these games, despite TFT being my favorite system. When a number of games like this are so similar, I found I was inadvertently transposing rules between them (like XP, initiative, and turn sequence). Or just brushing over a rule in a book, thinking I already knew what it said, but one word can make a difference.

    One thing I was sorely tempted to do was add another column... for GURPS 1E! But I need a break from Google Docs for a few days after this. And GURPS 1E point buy and advantages/disadvantages is *so* different from TFT that I'm not sure what the point would be.

    But this is a "living doc" that I may continue to add to, including some brief subjective comments about each. If nothing else, it made me realize that each of these iterations have some significant differences between them, and that you had a number of serious design choices to consider and balance with HOW.

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    1. To me it seems like GURPS (and its editions) would need its own chart as it does go a different path with PR/DR damage types and more.

      Robert you have created a incredible resource and to my eyes the first of its kind! I have no doubt someone will do D&D/clones version as well based on your work! Outstanding and trailblazing work!

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  2. Very helpful, thanks!
    I would like to see a note on whether engagement/facing is used in each particular rule set.
    Also, the round order seems to be wrong for LAW: it must be "P1 Moves/Actions/Combat; P2 Moves/Actions/Combat"

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  3. GREAT catch and suggestion... now updated (and "last update" stamp added to make it easier to track). Thank you!

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    1. Thanks, Robert!
      I have also noticed that the second link under Warrior & Wizard doesn't work. (Please, don't take it as nitpicking - I _really_ appreciate this document.)

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    2. No problem at all, I really appreciate it (I'm not at all sensitive about these things).

      W&W fixed *and*, just for fun, I added a column for "GURPS Man-to-Man", as that seemed to be the best way to include GURPS, but still keep it apples-to-apples with these other fantasy games). Strangely, it served as a reminder to me that even the GURPS 1E boxed set did not include rules for Magic, so the fact that M2M had no spells is irrelevant.

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    3. Great work adding in MtM it's sort of Melee on steroids and is a great dividing line.

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