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Darkfast Dungeons: Fantasy Adventure Game Basic RulebookClick to magnify

Darkfast Dungeons: Fantasy Adventure Game Basic Rulebook

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Note: as many people have asked, this game is more of a complete traditional tabletop role-playing game. It is fully compatible with Darkfast Dungeons which is a complete and independent print and play tabletop dungeon crawl miniatures game with minor role-playing elements.

The Darkfast Dungeons tabletop game is a fun and easy to learn print and play tabletop game for the whole family. This Fantasy Adventure Game expands the game to a full-blown Role Playing Game that's easy to learn and full of nuance and strategy. Character creation takes minutes and creates a unique hero ready for adventure. 

The Basic Game includes eight character origins and eight character classes, spells, miracles, magic items and 34 pages of monsters and animals. There are even rules for GM-less and Solo Play! Totally compatible with Save the Day RPG. 

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Choose from eight Origins

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Combine with eight Classes. 

The basic resolution system is very Rules Lite. Tasks and combat are resolved with a simple roll of 1d6 vs 1d6 modified by Ability, Talents, and modifiers. The outcome difference determines the effect of the action. 

May be used with Darkfast Dungeons or any other classic dungeon crawl game. 


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Reviews (0)
Discussions (7)
Customer avatar
charles B March 07, 2023 1:21 am UTC
Print on Demand?
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Customer avatar
David O January 21, 2024 2:01 am UTC
PUBLISHER
Sorry I didn't notice discussions. I haven't been getting alerts. Making a POD is on my list of second quarter things for 2024 to do. I am hopeful to get to it sooner than that.
Customer avatar
charles B January 24, 2023 1:21 am UTC
P.o.d.?
Ty
Customer avatar
John A April 27, 2021 6:39 pm UTC
PURCHASER
Is there any possibility of a Print-on-Demand option for this (Darkfast Dungeons: Fantasy Adventure Game Basic Rulebook) ruleset?
Customer avatar
Dillard R February 15, 2021 5:52 am UTC
Picture links broken?
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David O March 19, 2021 9:22 pm UTC
PUBLISHER
Thanks! I will get to fix that.
Customer avatar
David B April 05, 2020 8:08 pm UTC
PURCHASER
So...what is the combat system like? Abstract theatre of the mind, or tactical miniature game within a game?
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David O April 09, 2020 7:25 pm UTC
PUBLISHER
Combat can be mini based (it IS based one and compatible with a tactical miniature tabletop game), but I've run theatre of the mind just fine. I would just keep track of distances on a tracking scrap of paper, etc. One of the reasons I kept it more tactical is for the option of solo play.
Customer avatar
Wayne R August 10, 2019 9:22 am UTC
PURCHASER
Really enjoying the rules so far but have some questions and minor errata (i think)

Errata: Under Game Turn, it should be their nor then? The example character sheet is missing the Dark Secret Fey Aspect? Under Thief Talenst its says Sneak, whereas the rest of the rules refer to this talent as Sneaky?

Now some rules questions/clarifications:

1. Can a new character start with more than one rank in one Talent?
2. Can you elaborate on why passice Rolls are a thing? They seem to be an odd call out and I cant really understand the reasoning behind it considering it seems to be a slight shift away from the smooth, roll ability + talent vibe the rest of the game gives.
3. Why do Mages start with 3 Ability, which in turn makes them basically better fighters and all around dungeoneers? Im guessing it's to give them more Power? Wouldn't it make more thematic sense to just make the Magic Power Talent say something like "You always have Ability +1 power points"?...See more
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Customer avatar
David O August 12, 2019 3:55 am UTC
PUBLISHER
These are great questions. Let me see what I can do.
I'll get to work on the bookmarks soon. I want to make sure it all fits together properly.
I will get to the Errata you mentioned this week:
Game Turn errata fixed, thanks. The character is missing Fey Aspect, yes, I will see what I can do to fix it. It is supposed to read Sneaky, good catch.

Rules:
1. Yes, as per page 37. The number of Ranks in a Talent may not exceed the character's Ability.
2. Passive rolls exist because of the Take 5 and Take 6 rules. It reduces some rolling for the GM. If it's not vibing for you just make a roll as usual.
3. Mages are more experienced and knowledgable in their training. It's funny, I always just gave them an extra Ability point. I suppose there are so many things in the game setting that just want to eat mages, maybe that was it? Also their lack of combat skills in a mostly combat-heavy game meant they needed a bit of a push. They are also always a few rolls away from...See more
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Customer avatar
Wayne R August 12, 2019 9:14 pm UTC
PURCHASER
Thanks for answers David!

Ohhh, so a passive roll is actually just taking the average (3) when someone isn't under undue pressure? I completely misread that! Sorry!

I guess my "Mages starting with Ability 3" concern is that it also has more immediate advantages because of "If you want to break down a door, avoid running away in fear or not be knocked out after losing Health Points you will need to make an Ability Check" & "Combat rolls are the total of the Character’s Ability plus the roll of one six-sided die"

It just seems........well odd, that a mage would be better at these things than a Fighter, Barbarian etc out the gate. In a game that really only has one core "stat" starting with a value of 3 as opposed to 2 seems like a massive across the board advatnage?

My next question is, when levelling up can you only select talents from your class/origin? My gut says if the fiction says it's ok go with what you want,...See more
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Customer avatar
David O August 12, 2019 11:36 pm UTC
PUBLISHER
These are good points. The extra Ability is balanced with a Dark Secret, but as I said, a Hedge Wizard option just means drop the extra Ability and Dark Secret. My wizards always tended to be a bit more physically capable maybe?
I hope the changes (thanks for the keen eye) will be minimal at this point.
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Customer avatar
David O April 06, 2020 9:34 pm UTC
PUBLISHER
For those wondering, the mages were finally given a starting Ability of 2, just like the other classes. No worries. It makes sense. The board game has some other options this way, but the Mages are more in line with the other starting characters for the game now.
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Customer avatar
Wayne R April 07, 2020 8:21 am UTC
PURCHASER
Ohh, wow, nice! Now you just need a roll 20 character sheet! ;)
Customer avatar
Wayne R August 10, 2019 7:51 am UTC
PURCHASER
Hi David. Any chance of bookmarks for this?
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Customer avatar
David O August 12, 2019 3:56 am UTC
PUBLISHER
I'm just making sure the PDF is ok after some errata. I will sit down and work on this in the next little bit. It's a good idea.
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Product Information
Silver seller
Author(s)
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Pages
140
Publisher Stock #
DFD RPG_001
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File Last Updated:
September 14, 2019
This title was added to our catalog on July 27, 2019.