A simple Fighting Fantasy hack for roleplaying in Middle Earth

If civilization as we know it were to end catastrophically in my lifetime (as it increasingly seems likely to do), I'm pretty sure the only roleplaying game rules I could reproduce entirely from memory would be the ones from the Fighting Fantasy series of gamebooks that I enjoyed immensely as a kid. I'd be ok with that. (Not the apocalypse, that is — I mean I'd be ok with having only Fighting Fantasy at hand to play.) The system uses six-sided dice, and as these are commonly found in any corner store or pharmacy, they are likely to be easily available in the post-apocalyptic wasteland — and doubly so if you live near a casino. What setting to use, though? One can assume that a fair proportion of survivors, wherever you live (if you call it living), will be familiar with Tolkien's Middle Earth, so that's probably a good one to go with.

Without further ado, please find below a simple hack with which to wile away the end-times in escapist fantasies about a green and pleasant land that can actually be saved from evil.

Character creation

1. Choose one of the Free Peoples for your character's origin: Elves, Dwarves, Hobbits, or Humans. You may also specify their homeland (e.g., Lórien, the Iron Hills, the Shire, Gondor, Umbar, Harad, etc.).

2. Roll 4 six-sided dice (4d6).

3. Assign one die result to your Skill, a second to your Luck, and the remaining two to your Stamina.

·      If you are an Elf, you must assign your highest result to Skill.

·      If you are a Dwarf, you must assign your highest result to Stamina.

·      If you are a Hobbit, you must assign your highest result to Luck.

·      Humans may assign results as desired.

4. Calculate your final attributes:

·      Skill = 6 + 1 die
·      Stamina = 12 + 2 dice
·      Luck = 6 + 1 die

5. Equip your character. Choose one of the following:

·      Potion of Skill
·      Potion of Strength
·      Potion of Fortune

In addition, you have one weapon common to your cultural background, a leather backpack, a lantern, and 4 rations.

6. Name your character, provide a short description of their personality and appearance, and think about their ambitions and fears.


7. Gather your fellowship and go forth!

Method of play

As outlined in Fighting Fantasy: The Introductory Role-playing Game. It's pretty much the same as in the gamebooks. I might consider changing "roll under" Skill checks to a mechanic where one rolls 2d6+Skill to beat a target number (say, between 10 and 20 for most checks). Also, special things should happen when one rolls boxcars or snake-eyes.


References

Jackson, Steve. Fighting Fantasy: The Introductory Role-playing Game. Harmondsworth, UK: Puffin Books, 1984.


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