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- Phantasie’s Instructions
-
- - - - - - - - - - - - - - - - - - - - -
- Forward
-
- Phantasie is something that has been on my mind for roughly 15 years.
- When I first started playing Role-playing games, I had the thought, “Hey! It’d be
- nice if this was all computerized.” I’ve been working on Phantasie off and on
- ever since. I’ve put several thousand hours into this. It stopped being a hobby a
- long time ago and started becoming more of a quest. Now that it’s done, it seems
- pretty amazing to me. It’s nice to achieve goals, especially big ones.
-
- - - - - - - - - - - - - - - - - - - - -
- Introduction
-
- Phantasie is a computerized role-playing game. Unlike MUDs and
- MUSHs and all other similar stuff, Phantasie puts people in control of the game.
- Instead of a bunch of guys just running around an internetted text adventure,
- and that’s basically all that MUDs and MUSHs are, a referee is in charge just as it
- is with all of those book, paper, and dice based role-paying games. Now, the
- computer will keep track of all of the information involved in your game.
-
- - - - - - - - - - - - - - - - - - - - -
- A Warning
-
- I did all of the actual programming of Phantasie in Japan. My Japanese is
- not great, certainly not good enough to referee games of Phantasie with my
- neighbors. Therefore, I did all of the play testing and creation of Phantasie alone.
- I’m happy with the results. But, there are probably problems with Phantasie that
- I never ran across. Unfortunately, you get to run across them first. The one
- problem that I am expecting is game balance. Because Phantasie has not been
- play tested for hundreds of hours in actual gaming environments, basic balance
- of the game may be a problem. Fortunately, the on-line editors will allow you to
- change the game as you wish.
-
- - - - - - - - - - - - - - - - - - - - -
- The Data File Format
-
- Phantasie is broken up into 7 different categories of data files. These are:
- Species, Spells, Individuals, Magic Items, Journal Entries, Areas, and The Store
- Files. They are text files. This means that they can easily be looked at with any
- Macintosh wordprocessor. They can also be exchanged between you and your
- friend’s computer, or downloaded from and uploaded to ftp sites. If a PC version
- of Phantasie ever becomes available, those files will also then usable by those
- machines. Because they are text files, you do not need Phantasie to create and
- edit them. Any simple text editor will work fine. However, I suggest you use
- Phantasie. It will just make your life a lot simpler.
-
- - - - - - - - - - - - - - - - - - - - -
- On-Line Help
-
- In all of the screens of Phantasie, each item has its own small help section
- that will appear at the top of the screen when you place the mouse button over it.
- Because of this, I won’t go into too much detail here. It is much simpler to just
- use the on-line help. Please realize that learning this game and the software will
- take a lot of experimentation and just ‘looking-around’ on your part. Get a box of
- cookies and a glass of milk, sit back, and just look around for a while. It’s much
- more enjoyable than reading through a manual.
-
- - - - - - - - - - - - - - - - - - - - -
- Role-Playing Games!
-
- First things first, if you know absolutely nothing about role-playing games,
- you should probably consider spending some time with seasoned players before
- you try jumping into this game. If you live in America or Canada, most large
- cities have shops that specialize in games like this and other like items. Look in
- your yellow pages for comics. Go to those shops and ask around. You’ll usually
- find gamers (people that play role-playing games) nearby. Many times also, they
- will play games right in the store itself. Get into games with them or watch them
- and you’ll be able to understand better how to play games like this. The one
- thing I’ve noticed about role-playing games, is that they are largely intuitive.
- Watching a good game for 15 minutes will teach you more about role-playing
- games than hours of reading books about it. In brief, if you don’t know anything
- about role-playing games, go watch a game before you try to learn this. The
- experience will help you immensely.
- Because role-playing games are so intuitive, I’ve kept my explanations on
- spells, species, and other categories fairly small. All of my explanations assume
- that you already know something about role-playing games and that you already
- have your own opinions and patterns about how they should be played. To
- make the sort of game that anticipates and addresses all of the possible problems
- that you will encounter during play would take me at least another year of
- writing and programming. I don’t have that kind of time. I also don’t have that
- kind of patience. Realize that you are in charge of your own games. You are the
- rule book. If a situation occurs that you have no ready answer to, make one. The
- sooner you learn to depend on yourself for dealing with problems, the more
- solid your games will become.
-
- In the meantime however, I can give a brief description of the theory
- behind role-playing games. Good luck, I hope this helps you.
-
- In some games, such as chess, you are basically pretending that you’re a
- general in charge of a large army fighting another general who’s in charge
- another large army. In other games, such as most video games, you pretend
- you’re in some sort of a dangerous environment trying to fight and figure your
- way out of it to safety. In those games though, the act of pretending is not where
- the drama and excitement come from. The act of pretending is down played to
- the point that it is sometimes, almost barely mentioned. Role-playing games are
- unique in the fact that this act of pretending becomes the main emphasis of the
- game.
- You and the other people that are playing pretend that you are someone
- else. In Phantasie, you will probably pretend that you are a person who was born
- several hundred years ago. You will also pretend that during this time there are
- such things as magic and monsters. Your referee will place you in a situation
- and ask you simply, “What are you going to do?” The question “What are you
- going to do?” is pretty much the basis of all role-playing games. From that point
- on, it will be up to you to choose your actions to deal with whatever situation the
- referee has chosen to place you in.
- If your referee is skilled, the story line of your adventure will be just as
- detailed and intriguing as a novel. If your referee is not skilled, you will probably
- just spend your time fighting monsters. The different situations that a referee
- could place you in could be as simple as being at the entrance of a wizard’s castle
- with four of your friends, to something as ornate as, chasing a band of goblins
- that have kidnapped your family, hoping that you can find them before
- lunchtime. What happens in your game will depend entirely on you and the
- other players.
- Because role-playing games are basically just ‘simulated life’, there’s a lot
- of numbers to keep track of. Some people are stronger than others, therefore, in
- battle one person will do more damage with a sword than another. Therefore,
- Phantasie keeps track of comparative strength numbers for each individual. Life
- is pretty ornate, so, the rules to simulating life, role-playing games, tend to be
- pretty ornate also. Therefore, there’s lots of numbers and information to keep
- track of. Computers are good at keeping track of numbers. Therefore, I made
- Phantasie.
-
- - - - - - - - - - - - - - - - - - - - -
- The Screens
-
- The next few sections will deal with each of the different screens of
- Phantasie. The on-line help for each of these screens is pretty extensive, so, I’m
- only going to explain things that are not easily understandable. I’m hoping that
- my on-line help will take care of the rest.
-
- - - - - -
- The Main Referee Screen
-
- The Main Referee Screen is where you will spend most of your time
- during game play. This window is where the player and enemy information is
- held as well as activity buttons, the area information window, and the
- timekeeper. Once you have designed all of your individuals, species, spells,
- magic items, and areas, this is where you finally come to actually play.
- Once you have loaded players and enemies in, you will probably want
- these individuals to do something: fight, cast a spell, use a magic item, parry, or
- just skip their turn so that they can perform some other action. To do this, you
- will have to select a player to do the performing. Do this by putting whatever
- player you wish to the top of his list (Shift/click). Click on the small button
- above that player until it looks like crossed swords. Once you’ve done this, you
- can click on any of the activity buttons on the bottom left of the window. These
- buttons will then allow the individual to act. For more information than this,
- please consult the on-line help.
-
- - - - - -
- The Store Screen
-
- Your individuals will want to buy various items during their adventure.
- This is where you write out those items. All categories ending with a “!” are
- assumed to be items that do not affect encumbrance (e.g. staying at an inn for a
- night). These items will only have a name and a price. Other items are just
- physical items that have no bearing on an individual during a fight other than
- slowing them down (e.g. a lantern). These items have a third piece of data,
- weight in pounds. Other items are used directly in combat. These items have
- two other pieces of information, number of points that they protect for or can
- damage for, and the type of weapon or armor that they are. Here’s an example of
- a weapon:
-
- Battle Axe,100,5,65,2
-
- The name of this weapon is ‘Battle Axe.’ It costs 100. It has a weight of 5
- pounds. It will do 65 points of damage. It is a weapon type 2 weapon, or a two-
- handed swung weapon.
-
- Here’s an example of a suit of armor:
-
- Jazeraint,2750,45,30,M
-
- The name of the armor is ‘Jazeraint.’ It costs 2750. It weighs 45 pounds. It
- protects for 30 points. The ‘M’ signifies that it is a suit of mail.
-
- The different codes for weapons and armor types are as follows:
- 1 One handed swung weaponry (long swords, flails, daggers)
- 2 Two-handed swung weaponry (battle axes, large clubs)
- 3 Thrown weaponry (Rocks, darts, knives)
- 4A Ranged weaponry that uses arrows (Long Bows, Short Bows)
- 4B Ranged weaponry that uses bullets or any other projectile (slings,
- blowguns etc.)
-
- 4Q Ranged weaponry that uses quarrels (Arbalest, Crossbow)
- 5 Pole arms and other similarly used weapons (tridents, pole axe)
- UC Weaponry used as an aid during unarmed combat (cestus, bagh nahk)
- A Arrows
- B Bullets
- Q Quarrels
- S Shields
- M Body Armor
-
- Once you have made these items, they will be automatically available in
- the individual and area editors.
-
- - - - - -
- The Property Transferring Screen
-
- Individuals can trade objects here. Individuals can also pick up the
- objects in areas with this screen. If an individual is using a ranged weapon, all of
- the used ammunition is deducted from their individual file and placed in the
- current area file. They can then retrieve those objects by using this screen.
-
- - - - - -
- The Journal Editor
-
- During play, the referee may wish to keep notes about his campaign.
- Please do this here. Each file is limited to 30000 characters. Every professional
- word processing program ever made is better than this journal editor..but hey!
- it’s better than nothing.
-
- - - - - -
- The Species Editor
-
- Species are the basic root of all role-playing games. Some species have
- strengths and abilities that other don’t. Cats are faster than dogs. Dogs are
- stronger than cats. This is where the species editor comes in. All species are
- compared to humans. The human species has a maximum in each statistic of
- 100. Giants will have a much larger strength. But, humans have a better
- intelligence. Please make all of these comparisons here.
-
- - - - - -
- The Individual Editor
-
- I can talk a little bit about some of the features, but I’m hoping that most of
- it will be self explanatory. Here is where you can change all of the numbers
- dealing with an individual file. Combat, magic or thieving levels can be bought
- or given. Individuals can compile their inventories and spell lists. Statistics can
- be changed...etc.
- There are three areas that may not seem self explanatory, so, I will explain.
- There are two sets of statistics on this screen. The first set (ratio statistics) is a
- number usually from 41 - 100. This is the percentage of that statistic that an
- individual has in regards to his species. The second set of statistics (real statistics)
- is the actual statistic number in regards to the rest of the world. Therefore, if a
- dragon has a strength ratio statistic of 50 and the maximum strength of a dragon
- is 7000, then the real strength statistic will be 3500 (50% of 7000).
- The next area that you may need some explanation on is inventory items.
- Here’s the format:
-
- #,name,value,encumbrance,damage/protection value,weapon/armor
- type,charges
-
- The last item, charges, I will cover more in the Magic item editor section.
- For now, just realize that all items are individually editable. Shift/Clicking on
- an object will allow you change any part of that item’s description. This is how
- magic items are recharged. Individual, one-of-a-kind objects are also made this
- way.
- The last thing that may seem strange is that new characters will have a
- lower real agility than you expect. Don’t forget to figure in money. Money
- encumbers. Encumbrance affects agility. Agility affects combat. Be careful!
- There are 100 money (silver pieces) to the pound. If an individual starts out with
- 2000 money, he is encumbered by 20 pounds. This affects his agility. The
- computer automatically takes care of that. Individuals wishing to avoid this
- problem may wish to carry around higher denomination coins. These can be
- found in the Jewelry and Gems store option.
-
- A note about money. Please call it whatever you wish. 1 money,
- however, is the equivalent to 1 silver piece in the system I’ve placed in the
- Jewelry and Gems store menu option.
-
- - - - - -
- The Spell Editor
-
- Individuals can be affected by spells in the following ways:
-
- Strikeroll
- An individual’s attacking skill can be altered.
-
- Maneuverability
- An individual’s defending skill can be altered.
-
- Combat Damage
- The amount of damage an individual does with one attack can be altered.
-
- Maximum Protection
- The amount of armor protection that an individual has can be altered.
-
- Life Force
- An individuals life force can be affected directly. This usually applies to healing
- and damaging spells (e.g. fireball, lightning bolt, heal) All spells that affect the
- life force directly have a instantaneous duration.
-
- If a spell does not affect an individual in any of these ways, just explain the
- effect in the referee’s description window. If the spell is something like
- Reincarnation, you may have to make all of the changes that occur manually.
- Otherwise, a written explanation should be enough.
-
- - - - - -
- The Magic Item Editor
-
- There are two parts to a magic item. The item and the potential it has for
- holding magic. The item itself can be enchanted. But, also, the item can act as a
- magical container. Here’s what I mean. A wand of fireballs is just a stick that has
- had a fireball spell placed within it. A magical sword that helps you do lots of
- damage to your opponent in a fight has nothing in it, but the item itself has been
- enchanted. Therefore, a sword of fireballs that also does an extra amount of
- damage during combat has been enchanted in two different ways. First, the item
- itself has been enchanted so that it helps during combat. Second, a fireball spell
- has been placed inside the item. If a command word is spoken, the fireball is
- unleashed. This is how Phantasie’s magic items work.
- The numbers at the top left of the screen are the numbers that affect the
- wielder’s combat numbers (strikeroll, maneuverability, combat damage, and
- maximum protection) and life force. At the bottom of the screen is a window for
- the spells that this item holds. Please see the on-line help for further
- information regarding this.
-
- - - - - -
- The Area Editor
-
- Areas really are just containers that hold individuals names, a list of
- objects and a description. Items are editable here also. Shift/Click to edit items.
-
- - - - - - - - - - - - - - - - - - - - -
- Combat
-
- In most fantasy and medieval movies I’ve ever seen, people are usually
- not hit 10 times before they die. Instead, they are only hit once or twice. This
- combat algorithm tries to mimic that. Also, any man can be killed by one arrow
- or one dagger stab. In other systems, this only seems to be possible at low levels.
- This algorithm allows one hit kills at any level against any creature. It is
- probably going to seem very different and probably very inaccurate to most
- gamers, but I feel confident about it.
- The attacker in a combat sequence is the individual that is at the top of the
- window that has a pair of crossed swords above it. The defender in a combat
- sequence is the individual that is at the top of the window that has a shield
- above it. Individuals can be moved to the top of the lists by shift/clicking on
- them.
- The basic rule to combat is that the defender’s maneuverability is
- subtracted from the attacker’s strikeroll. The remaining number is then
- compared to a random number from 1 to 20. If the random number is lower
- than or equal to the remaining number, the attack is successful. A random
- number of 1 always hits. A random number of 20 always misses.
- From there a random number based on the damage amount of the
- weapon used is generated. Another random number from one to 20 is
- generated. If this number would successfully hit the target then the full damage
- amount is applied. If not successful, the maximum protection value of the
- defender is subtracted from the damage amount. This remaining damage
- amount is then subtracted from the defender’s life force total.
- From here another random number (one to 20) is generated. If this
- number would successfully hit the opponent at a -3 penalty, another like amount
- of damage is subtracted from the defender’s life force. This continues until the
- attacker fails his roll.
- All individuals start out with a strikeroll of 20, a maneuverability of 14, a
- combat damage of 0, and a maximum protection of 0. However, all four of these
- numbers can all be affected by many different methods.
- The first way to alter them is with an individual’s statistics. Strength will
- increase or decrease an individual’s combat damage. Agility will affect the
- individual’s maneuverability. Agility or Hand-to-eye will affect the individual’s
- strikeroll depending on the type of weapon that they are weilding.
- Species information can also alter the armor and combat damage
- numbers. Many species have claws or tough skin that help them in combat.
- These numbers can be seen in the species editor.
- Of course, buying and wielding weapons or armor quickly increases
- combat damage and armor numbers.
- Another way to alter these numbers is with spells and referee determined
- modifiers that have been placed in the timekeeper. These spells and modifiers
- are consulted just before each attack. Modifiers are created by shift/clicking on
- the time keeper window. Follow the instructions as they appear. When the
- modifier is no longer needed, option/click on it to remove it.
- Another way to alter these numbers is by using magic items. Many
- magical trinkets and weapons have enchantments that change these numbers.
- Another way for these numbers to change is through skill. As individuals
- gain weapon levels, strikeroll, maneuverability, and combat damage numbers
- are all increased by a like amount. An individual with 3 weapon type 1 levels
- has an automatic bonus of +3 awarded to his strikeroll, maneuverability, and
- combat damage if he is wielding a weapon type 1 weapon.
- Next, an individual’s size will assist or hinder him in a fight. An
- individual receives a +2 bonus to his strikeroll and maneuverability for every
- time he is taller than his opponent. Therefore, an 18 foot tall giant will receive a
- +6 bonus if he is fighting a 6 foot tall elf.
- Next, unintelligent species receive a bonus that simulates the skill that
- they have to possess just to survive. They receive a +1 modifier to their
- strikeroll and maneuverability if their species maximum intelligence is less than
- 40.
- During combat, a player may choose to parry. Parrying allows the player to
- temporarily multiply his maneuverability by 1.5 until his next turn. If a player
- has a maneuverability of 14, parrying allows him to temporarily increase his
- maneuverability to 21 (14 x 1.5 = 21)
- Lastly, a player may choose to perform a sneak attack (option/click the
- fight activity button) on his victim. This assumes that the target is unaware of
- the presence of the attacker. The defender must then pass a standard perception
- check that is affected by two other modifiers. The number of thieving levels of
- the attacker times five modifies the roll negatively. The highest level times five
- that an individual has in anything modifies the roll positively. Therefore, a
- player that has many thieving levels trying to sneak attack an individual with
- very few levels in anything will probably succeed. A successful sneak attack
- temporarily changes the maneuverability of the victim to a random number
- between 1 and whatever his current manueverability happens to be.
- Like I said, Phantasie keeps track of lots of numbers. Fortunately for you,
- all you have to do is push a button.
-
- - - - - - - - - - - - - - - - - - - - -
- The Timekeeper
-
- Don’t be afraid of it. I don’t use rounds in Phantasie. The computer
- estimates the amount of time it takes everyone to do what their doing. Then
- when you click on the ‘Batter Up!’ button, the computer finds out who’s next and
- then places them automatically into the ready position.
- Use the timekeeper for modifiers. If it’s dark outside, make a Dark
- modifier and select as the target everyone that it affects. If someone is
- temporarily suffering from a blindness curse, give them a -5 modifier to their
- strikeroll.
- The Timekeeper is probably the biggest help that Phantasie has to offer.
- You can make a timed event. When the duration has expired, the timekeeper
- will tell you. Spells will end when they’re supposed to and not at some
- convenient time for the caster. Learn how to use it.
-
- - - - - - - - - - - - - - - - - - - - -
- Thieves
-
- Some thieving activites pit the thieves’ skill against an opponents’ ability
- to notice. Therefore, in order for a thieving activity to occur, like fighting, there
- must be an attacker (the thief) and a defender (the victim). To use most of the
- theiving menu options, there must be two individuals selected just as they
- would be selected were they about to attack each other. The individual at the top
- of the window with the crossed swords above it will act as the thief. The
- individual at the top of the other list will act as the victim. Other thieving
- options pit the skill of the thief against an object such as a lock or a trap. For
- these options, only a thief needs to be specified. All of these thieving activities
- are performed by using the Thieves menu on the Main Screen.
-
- - - - - - - - - - - - - - - - - - - - -
- Other Rules
-
- - - - - -
- Falling Damage
- Any individual that falls will take the number of points of damage equal
- to the number of feet that they fell. Before the damage is applied, if the
- individual can pass an agility check with a modifier of the number of feet that he
- fell times two, no damage is applied. Therefore, an individual with a 65 agility
- that falls 15 feet needs to pass his agility check with at least a 30 to escape the
- damage, otherwise, they take 15 points of damage.
-
- - - - - -
- Innate Abilities
- Many creatures have innate abilities such as fire breath, hypnotism, and
- such. These creatures experience value should be increased. Here’s the rule of
- thumb:
- If the innate ability of a species in useful, add an additional 5% of the
- individual’s worth to the creature. If a creature has several useful innate
- abilities, they only receive this award once.
- If the innate ability of a species in defensive, add an additional 10% of the
- individual’s worth to the creature. If a creature has several defensive innate
- abilities, they only receive this award once.
- If the innate ability of a species in offensive, add an additional 20% of the
- individual’s worth to the creature. If a creature has several offensive innate
- abilities, they only receive this award once.
- Example: A red dragon has two innate abilities. One is offensive (Firebreath).
- The other is useful (Flight). The basic value of the dragon is about 2800 points.
- Add an additional 5% (140) of this to the value. Also add an additional 20% (560)
- of this to the value. Therefore the final value of the dragon is 2800 + 140 + 560,
- or 3500 points. If the red dragon had either an additional useful or offensive
- ability, the value of the creature would not increase. But, if the creature had an
- innate defensive ability, the price would increase by another 280 points (10%).
-
- - - - - - - - - - - - - - - - - - - - -
- Future Versions
-
- If enough people pay me for this, future versions will come. If I’m not
- paid well enough for this, the only guarantee I can give is that, if I happen to
- come across several thousand hours of free time, I’ll consider it.
-
- - - - - - - - - - - - - - - - - - - - -
- A note to any companies interested in working on Phantasie with me
-
- Maybe. Please get in touch. I have lots of great ideas for the next version.
-
- - - - - - - - - - - - - - - - - - - - -
- A note to anyone with a lot of extra hard drive space and an internet connection
-
- Hopefully, as Phantasie gets used, people will want to share their ideas
- with the rest of the world. This is probably the biggest strength of Phantasie. If
- you feel like hosting an ftp site for Phantasie files I would appreciate it.
-
- - - - - - - - - - - - - - - - - - - - -
- A Final Note
-
- This Instruction manual isn’t comprehensive at all. I’m sorry. I didn’t
- think that Phantasie needed one. On-line help is a lot better. It’s faster. Please
- use it.
-
- If you’ve already paid for this, thanks. It means a lot to me. If you haven’t
- paid for this yet, the shareware fee is $25. Please send it to:
-
- Jonathan Scott
- Haishi 10-18
- Imabari-shi
- T799-15 Japan
-
- songe@shikoku.or.jp
-
- - - - - - - - - - - - - - - - - - - - -
- Sources
- Grund, M. ListSelect. (1996). [Computer Hypercard XCMD]. Heidelberg,
- Germany: G-w@re.
- The Holy Bible. (1979). Salt Lake City: The Church of Jesus Christ of Latter-Day
- Saints.
- Pugh, J. Files. (1990). [Computer Hypercard XCMD]. Cupertino, CA: Jon Pugh.
- Pugh, J. Directories. (1990). [Computer Hypercard XCMD]. Cupertino, CA: Jon
- Pugh.