Stuffed Crocodile

Mazes, Martians, Mead

Review: F8tes – Fantasy of Eight System Primary Rulebook


Adam D’Amato-Neff

Writers Club Press 2002


I had a gift card!

I had to use the money somehow!

And this one was cheap!

Don’t look at me like that!

Also I bought this 5 years ago and I meant to post this review for just as long.

The Fantasy of Eight Roleplaying Game, or F8te if you want to confuse people who heard about Fate system before, is pretty much a pure fantasy heartbreaker. It mostly seems to serve as a ginormous ego trip for the author.

Frankly I doubt that it was supposed to be bought by anybody but the author and his players, but then a guy in Poland decided to spend the last bit of money on his gift card for something RPG-related. So now I can talk about it online.

According to the back cover

This is the F8S (FATES) role playing game designed by the author of the Pleides Series (Za’Varuk’s Stone), The Moonweaver Memoirs, and Pleidian Tales. It has all the information needed to begin play, including 20 character classes, a huge list of monsters and races, and example characters.

The book is thin (100pgs.), and over a fifth of it is pre-generated characters.

Which the author found necessary to include.

A further big part of the book is tables upon tables of monster stats. The approach to their stats is a bit schizophrenic. On the one hand Nymphs are split into a table with 3 entries of Nymphs of various powers. Elementals just have 3 entries as well, and aren’t even split up into different elemental classes. On the other hand there are the tables for ogres, where one can find a whopping 75 entries, diligently listing the stats for ogre axemen, priests, and necromancers up to level 25.

I kind of see what the author was going for, but I think he missed the mark somewhat.

The actual rules to play the game are surprisingly short. In fact they make up most of pages 1 to 32 of the book, and in between you find another few pages with characters from one of the author’s stories.

The rules are definitely inspired by D&D, and try to mostly improve on the model set by that game. It allows and encourages mixing and matching of classes to create just the hero one wants for a game. And it boasts 20 classes and 15 races for that. Of course in the limited amount of space it has, the difference between a Warrior, a Karateka, and a Barbarian is explained in a single paragraph, with maybe a sentence for each.

Alignment is still present, but instead of the classic model we now have Caliginous, Neutral, and Luminance. What either of these means is not explained and can only be inferred through some comments in the section on races.

Equipment is limited to a page of weapon descriptions, and a short paragraph on treasure. Interspersed between those two is the section on attacking enemies, and this is followed by the section on religion, which just tells us that the number of gods in the campaign world would be too big to list, so it lists a few of the bigger gods (including Thor, Demeter, and Orcus).

The section on attacking by the way does not contain any further explanations than the terse rules mechanics. Further explanations are provided, in two more sections a few pages further, one called “Basics for the game, Taken from the short story Nightmares Born of Bliss”, the other simply “Tomb Adventure”. Interestingly enough the second part decides to reiterate the rules on attack darts for clarity, despite the fact that these rules are at the bottom of the same page and were not mentioned beforehand.

“Tomb Adventure” also seems to be what goes for a sample scenario in this game. It is nearly 2 pages long, half of which is explanation how combat works, the rest of which is a description of a tomb in text form:

Stairs lead downt.

Landing has a hallway leading off.

Thief must make check to notice trap door in the floor.

And after “Tomb Adventure” we have the three paragraphs [!] on Attack Darts, creating Undead, and Character Death.

The book also contains one dedication, one epigraph quoting Shakespeare, a list of abbreviations, 2 pages of introduction, an afterword that promises a forth coming expansion to the tomb adventure presented in the book, a bio of the author with his email address, 4 pages of advertisement for at this point not-yet published fiction and non-fiction by the author.

Oh, and then a section headed “Bibliography” that reads

A thanks to the mythmakers of old, for without them this book would not be what it has become!

Uhm. I don’t think this word means what you think it means.

OK, this book is charming in its way. A wonderful example of DIY rpg stuff of the early 2000s. I bet the author and his players had lots of fun in their campaign. So that was good for them. I love to see this stuff sometimes.

I also love some of the design ideas here. The whole system is pared down and streamlined to allow for a quick and eventful game. E.g. it acknowledges that people will use spell components, but when playing the game this should just be ignored. It also is intended to allow a maximum of character customization… but forgets that D&D is not the only game there is and that other games might have better ways to do that. And you can still see the traces of D&D in there anyway.,

But the bad points are overwhelming: there’s no structure, no real sense of place (the author assumes you have read his novels, not all of which might have been published), and the game is barely understandable. There are barely any explanations as to how rules actually work, and lots of far-reaching assumptions on how things are supposed to go in a game.

TLDR: As a game it is basically unplayable, mired in barely understood D&Disms, structured like a Jackson Pollock painting, and completely full of itself. It’s a fantasy heartbreaker.



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