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Fantasy Wargaming [Hardcover]

Bruce Galloway (Author)
3.2 out of 5 stars  See all reviews (8 customer reviews)


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Product Details

  • Hardcover: 208 pages
  • Publisher: Stein & Day Pub (July 1982)
  • Language: English
  • ISBN-10: 0812828623
  • ISBN-13: 978-0812828627
  • Product Dimensions: 8.2 x 5.7 x 1.1 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 3.2 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Best Sellers Rank: #307,322 in Books (See Top 100 in Books)

 

Customer Reviews

8 Reviews
5 star:
 (2)
4 star:
 (3)
3 star:    (0)
2 star:
 (1)
1 star:
 (2)
 
 
 
 
 
Average Customer Review
3.2 out of 5 stars (8 customer reviews)
 
 
 
 
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12 of 13 people found the following review helpful:
5.0 out of 5 stars The game is 25+ years old people, January 29, 2010
This review is from: Fantasy Wargaming (Hardcover)
I'm reading through some of the comments folks are making here, and I have to wonder...are some of you even aware that this game was published in the early 80s, which means most of its rules, text, and thought process would have been formed and written even earlier than that (likely by several years).

So you're reading the though process of a guy writing a game in a time where there weren't many RPGs out there, nor many examples of how best to organize and layout a rules text (the very concept of "layout & design" barely existed in the early 80s). ALL games published at that time were essentially vanity press. The first copies of D&D were pamphlets stapled by hand and shipped in ziploc bags from a basement.

I mean its all well and good to highlight pros and cons, but at least get some perspective of what you're talking about before opening your mouth. Yes you DO need that many pages describing how to properly base your normans for combat, because back when this game was written Roleplaying was still evolving from tabletop miniatures wargame rules. There's a reason why the name of the book is Fantasy WARGAMING and not Fantasy ROLEPLAYING.

This book was groundbreaking, revolutionary, and far ahead of the curve for anything else available commercially at the time. I played the hell out of it back in the day. Would I play it today as written? Maybe for nostalgia purposes, like dusting off an old Atari 2600 or NES game, but otherwise, admire this book for what it is, a splendid piece of history and an amazing artifact of a key time in the development of the hobby.
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14 of 17 people found the following review helpful:
4.0 out of 5 stars Rules based on the "real" Dark Ages / medieval period, June 18, 1999
By 
Bill_Leary@msn.com (Massachusettes, U.S.A.) - See all my reviews
This review is from: Fantasy Wargaming (Hardcover)
This rule system is based on the "reality" of the Dark Ages / medieval period in which the "reality" includes magic and monsters, but only as recorded in the mythos of the period.

The book is also an above average example of HOW a rules system is evolved in that the author explains the background of the rules rather than simply presenting them.

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3 of 4 people found the following review helpful:
4.0 out of 5 stars A Problematic And Inspired System, January 5, 2010
This review is from: Fantasy Wargaming (Hardcover)
Organizationally, this book will take some figuring out by the most experienced rules maven, due to format and organization. Is it worth it? It is. Why?

1). The mesh-and-separation between ecclisiastical and sorcerous magick is first-rate, with the standard operations and sacraments of the Church having a role and flavor and effect of their own quite apart from what spellcasting is like; Saints angels and even the Virgin and the Trinity play a role in filling out the overall picture of the world (and, just posisbly, as encounters!)--along with demons and the Prince of Darkness! Since FW first came out, a few systems have had such systems worked out that read, more satisfyingly, like an actual grimoire than the Edition 2 D and D Monster Manual--but, along with Draqgon Quest, this wa sone of teh first--and DQ never had Saints and Angels, an area that many RPG designers shy away from to this day, at the cost of some color.

2). Yet, despite what reviewers on this site and elsewhere claim, the Cosmology is hardly hegemonically Christian--the Norse Gods are spelt out, on their own terms, again with enough overlaps and yet enough disti nctness that they make a difference in the system and yet participate in the system. Indeed, someone playing a Norse warrior who places valor above humility and mercy in their actions, will go to Valhalla, not to Hell (though Niflheim is a real risk!)--for FW has the Christian God in conflict with, not in triumph over, a still-very-real, but much-depowered Norse pantheon. In short, FW successfully spells out the situation only hinted at in Boormans' Exaclibur or Mary Stewarts' Merlin novels.

3). The historical detail, in terms of detailing a world, is second-to-nearly none, exceeding Jorune or Glorantha. Since it is based in actual history, anyone that wishes to double-check or elaborate on what is presented need only go on Wikipedia or the public library.

That said, I have some issues with the specifically Anglo-Saxon bias of what is presented--you would never guess, from what they describem that the Welsh resisted absorption of their very-different culture and mythology to nearly the end of ther period that the game considers--the Scots and Irish are dealt simiarly short shrift--as are the Danes and Normans, both of whom, after all, successfully occupied the Anglo-Saxon kingdoms! Yet one would never know that these nations were more than borderland scatterlings by what is shown in FW. There is a similarly disappointing paucity of detail regarding the independant French Counties that so occupied the military attention, and provided so many British Monarchs, in the Norman period.

For all that is missing besides the Anglo-Saxon history and structure though, what is given yet exceeds what most RPG's offer by way of an elaborated world to this day. That is partly a comment on what is usually offered compared is really possible.

In many ways, FW went a lot further in exploring what an RPG cal depict in terms of background, than most of what has come later.
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