High Fantasy

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High Fantasy is a role-playing game published by Fantasy Productions in 1978.

Description[edit]

High Fantasy is a fantasy system.[1] The rules feature a spell-point magic system and four main character classes: warriors, wizards, animal masters, and alchemists (who may make and use firearms).[1] The game includes rules for combat, experience (which gives advances in skill level), brief monster descriptions, and campaign guidelines.[1]

The melee combat system relies solely on the use of percentile dice, and each character and monster has a chance to hit and a chance to dodge, and it is the difference between these which determines whether a hit is scored or not.[2]

The second edition is greatly expanded and includes an introductory solo scenario, "Escape from Queztec'l."[1]

Publication history[edit]

High Fantasy was designed by Jeffrey C. Dillow and published by Fantasy Productions in 1978 as a 44-page book with an orange cover.[1] Two more printings in 1979 featured a cream cover and then a color cover.[1] A second edition was published by Reston Publishing in 1981 as a 208-page hardcover book, a 208-page softcover book, and a boxed set including two books, five character sheets, and dice.[1]

Reception[edit]

Don Turnbull reviewed High Fantasy for White Dwarf #19 (June/July 1980), giving it an overall score of 4 out of 10.[2] He explained his rationale for rating the game rules at only a 4: "in the case of any new role-playing game nowadays, any rating on review has to take account, not just of objective judgment of the game but also of its likely impact on a market which is already dominated [...] Whether you are likely to enjoy the game-system is not entirely the point: the question is - will the game-system contain enough material which fits your personal taste to the extent that it tempts you away from whatever system you are using at present [...] I believe that the High Fantasy rules are too lightweight for that. So my ratings are based on the degree to which High Fantasy materials will compete with D&D or be compatible with D&D and (in the case of modules) the degree to which these make a significant contribution to material which would be grafted onto a D&D format."[2]

Lawrence Schick states that the system has "unremarkable rules" but is "notable for the high quality of its scenarios".[1]

Reviews[edit]

References[edit]

  1. ^ a b c d e f g h Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 188. ISBN 0-87975-653-5. 
  2. ^ a b c Turnbull, Don (June–July 1980). "Open Box". White Dwarf (Games Workshop) (19): 21.