Fantasy Quest – A Brief Word on Actions
A Brief Word on Actions I think Magic Realm was the first game to come up with the idea of Actions equalling the number of wounds your hero had remaining. Thus, with an ingeniously simple mechanic, an injured hero is able to perform far less capably than an able-bodied hero. This design element has been repeated in a number of different games, and I make no qualms about employing the same idea in Fantasy Quest. Magic Realm is far more epic scale and, as anyone who has tried to tackle the rulebook will be acutely aware, very complex for what... View Article