Using AFF2 in alternative campaign settings

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Bysshe
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Using AFF2 in alternative campaign settings

Post by Bysshe » Thu Aug 16, 2012 12:15 am

So my campaign has been humming along, and eventually I got tired of playing around in Titan. Granted, it's a pretty malleable setting, but it still remains that it is a setting created by other authors. I wanted to get my players off of that rock and into a world of my own design. Another reason for that is simply because I enjoy high-level campaigns, and so I've let them power themselves up beyond what the setting is designed to handle, which necessitates creating custom content.

I've got a few different fictional worlds I've created for various projects over the years, and I'm dusting them off for this campaign. Is anybody else experimenting with alternative settings? Furthermore, I wonder if there is room for "official" campaign settings other than Titan within AFF2? If this system is to grow, it might help to offer more variety. The ruleset could be easily modified to apply to other genres. Just a thought.

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Post by Robb 1 » Fri Aug 17, 2012 11:45 pm

Some thoughts on alternate settings. With slight conversion several of the OriginAl FF books could be used for different settings,eg modern horror with House of Hell And the latest FF original Blood of the zombies.

Also as far as sci fi is concerned the likes of Space Assassin for mercenary type play or the Mechs and Dinosaurs of Robot Commando.

I quite like the idea of the post apocalypse Mad Max style setting of Freeway Fighter.

Alternate fantasy settings such as the world from Talisman of death who's name escapes me at present has potential. I was pondering how AFF would fit into Westeros of Game of Thrones Chronicles of ice and fire fame humanocentric but could make for interesting role play

For a querkey but dark setting Oz dark and terrible could be interesting. Talking Animal of any one also has a steam punk fantasy cross over feel the book is detailed on Oz but the rules system leaves a lot to be desired in my opinion. For unusual source material I think it's pretty good. What do others think?

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torus
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Post by torus » Sun Aug 19, 2012 9:00 am

I've used it for sci fi. Posted some ideas about additional rules in an old thread.

What are the limitations? Could you run a Conan game with AFF? How about Middle-earth? One might want to add another stat to handle sanity or something - that was also discussed here I think.

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bottg
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Post by bottg » Sun Aug 19, 2012 2:54 pm

torus wrote:I've used it for sci fi. Posted some ideas about additional rules in an old thread.

What are the limitations? Could you run a Conan game with AFF? How about Middle-earth? One might want to add another stat to handle sanity or something - that was also discussed here I think.
We do have a scifi version in the pipeline for some point in the future, and in the upcoming Heroes Companion will be rules/suggestions for various "Extra stats" such as sanity, honour etc to allow for specific genres.

If you are willing to put a bit of effort in, you could hack it for almost anything you want

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Post by joesmith » Tue Aug 21, 2012 3:33 pm

Well, we have - and are - running two campaigns in the same universe but at different times using our variant of AFF2 which we call REFF - Reversed Expanded Fighting Fantasy. The first setting - Pfhor 2303 - is our gritty Sci-Fi game with jump drives, energy weapons, psionics, vehicles, aliens, horror, and the like, and the second - Red Skies - is our pulp setting in 1938 based on the old FASA Crimson Skies setting with a lot more going on, with aircraft, zeppelins, dinosaurs, magic, hollow worlds and oh my!

We have added simple - but effective - rules for vehicles, martial arts (allowing for styles and special manoeuvres)and more.

We have added Fear which works exactly like Luck but you only get to roll when told to and the creature or sight will tell you how much Fear you lose. Unlike the game book House of Hell we decided to make Fear like Luck, so start high, that way everything is consistent.

One big change that we made was that we don't have an all encompassing Skill and special skills for characters. Instead you buy individual skills which start at 7 and then expand on that. The all encompassing Skill is left for NPCs and monsters!

The other change was that all skill rolls, combat rolls, Luck and Fear all work on the 2d6+skill. We did this for total consistency as well as a few other reasons. Almost everything is an opposed skill roll so being able to use the same modifiers for any type of situation is great. Luck and Fear succeed on a roll of 13 or more. We thought about this because it is a big change, but we had a new younger player who just couldn't grasp why you roll 2d6+skill for combat with high being good, and 2d6 for skills with low being good, so we tried it, thought bizarre and liked it. From then it was obvious to make everything the same and thus change Luck and Fear too.

It works very nicely for us, it's a simple system, additions for auto-fire and the like don't add to the complexity and the whole thing does not does get in the way of the roleplaying, which is the biggest thing for us. The days of long and involved rules systems are long gone, long live AFF! :lol:

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Post by torus » Wed Aug 22, 2012 1:33 pm

AFF is great for extending like that because the core system is so simple and combat is efficient. I have some similar custom extensions to character attributes and chargen. (More skills, and I'm working on a Travelleresque profession/development system.)
joesmith wrote: One big change that we made was that we don't have an all encompassing Skill and special skills for characters. Instead you buy individual skills which start at 7 and then expand on that. The all encompassing Skill is left for NPCs and monsters!
What do you do when PCs need to attempt something at which they have no Special Skill? If it defaults to 7, surely that's the same as having all PCs at SKILL 7, unless you have an unskilled penalty.

The other change was that all skill rolls, combat rolls, Luck and Fear all work on the 2d6+skill. We did this for total consistency as well as a few other reasons. Almost everything is an opposed skill roll so being able to use the same modifiers for any type of situation is great. Luck and Fear succeed on a roll of 13 or more.
Isn't this essentially one of the optional rules in the book? Also, there was some discussion about it previously - shouldn't it be 14 or more?

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Post by joesmith » Wed Aug 22, 2012 2:58 pm

What do you do when PCs need to attempt something at which they have no Special Skill? If it defaults to 7, surely that's the same as having all PCs at SKILL 7, unless you have an unskilled penalty.
Kind of. By having no Skill if a character doesn't have a skill, then they cannot perform it. For example, if a character doesn't have a vehicle skill, they cannot use that vehicle. It is probably similar, but it makes things a little more varied. Also, by having no Skill, just lots of individual skills, you can vary the levels that people have more. It does work, especially as people get higher up in experience and also characters can start some skills lower than the default 7 to make themselves less capable in some areas. Roleplaying and all that! :lol:
Isn't this essentially one of the optional rules in the book? Also, there was some discussion about it previously - shouldn't it be 14 or more?
Yep, it is one of the optional rules but I believe that it only works for skills, not for Luck or Fear. We thought that as Luck or Fear can drop down to 1, having the target number of 14 wouldn't work for that, whereas if you use 13 you can still succeed with a Luck 1.


But you're absolutely right, AFF is so easy to adapt and that's why we love it.

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Post by cragglerock » Tue Aug 28, 2012 11:05 pm

Because of the level of the specialist skills in AFF and investigative skills in Gumshoe, we adopted it for our Eberron game, and I even hacked AFF2 to use for our modern day Mutant City Blues game (it doesn't take too much work to tweak the powers to using 2d6 instead of 1d6)

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Post by Skyrock » Sun Sep 02, 2012 6:13 pm

I'm currently pondering the usage of AFF for a fantastical medieval Britain in the vein of Jeff Rients' A Surfeit of Lampreys campaign. It seems to strike the right balance between Arthurian heroism and Monty Python grittiness, has about the right magic level, and comes with a strong British look and feel as a bonus.

Plus, it gives me an excuse to toy around with the ideas about Sorcery with spells hidden in forbidden grimoires and Wizardry employing gem magic Scorpion-Swamp-style that have been pestering me for a while.

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Post by Robb 1 » Thu Oct 11, 2012 11:31 pm

Further thoughts for alternate settings. Just wondering how AFF2 would work in a campaign based in Terry Pratchetts Disk world? I imagine there would need to be some stock monster redesigning such as trolls, but I feel the system would allow great flexibility of play and character development as well as a diversity of character races in a party. The City watch being a prime example. Or an enterprising bunch of thieves from the shades. Add to the mix Unseen university, or a group of Lancre Witches (or Morris men.) and I think there is a lot of potential. [/i]

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Hastati
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Post by Hastati » Sun Oct 28, 2012 5:18 pm

I'm developing some stuff to run a "Bushido" campaign using AFF2. I think the game is very flexible and can be reskinned to fit almost any setting you want.

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