Face it, demons are pretty bad-ass monsters to encounter. Even so, in The Fantasy Trip they are really portrayed as just that–monsters. Sure, they are magical, and can grant wishes, but they really are not listed in the canon rules as the terrible supernatural creatures that we know in our world. And that is missing out on so many possibilities! Here are some thoughts on how to make demons more like that…
One of the common memes throughout roleplaying was the “Thieves’ Guild.” Much like the Wizards’ Guild, it was supposed to be some big mysterious organization, where thieves learned their trade, made contacts and generally did illegal stuff. I hate that concept, and here’s why.
(If you have not read Part I and Part II of this series, please do). Now that I have established some rules for playing The Fantasy Trip solo, it’s time to put them together in an adventure. The first one I am going to go through is the classic, Death Test I.
Back in the day, Steve Jackson wrote an article for Space Gamer #56 that discussed how to convert D&D monsters to The Fantasy Trip. That classic article is a great start, but there is more to making monsters come to life in TFT–a lot more.
(If you have not read Part I of this series, please do). I have really been wrestling with how to do solo roleplaying with The Fantasy Trip. I have been looking at a number of different rulesets, such as Mythic GME and CRGE, but have finally settled on a much simpler set of rules that combine what I like from a number of different ones.