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Fighting Fantasy Dark


Happy Virtuacon, everyone! Surprise! It's game time!
We're going to play an old school Fighting Fantasy: The Introductory Role-Playing Game adventure using a hack of the super simple Cthulhu Dark (Original Version) rules. Grab some dice and some Mountain Dew, because it's about to get real.

Getting Started

Pick a class:

Fighter (excels at open combat)
Magic User (excels in situations involving magic)
Thief (excels at sneaking around)


Everyone starts with 12 HP and 1 on your LUCK die.
Gear: You start with a short sword (or other thematically appropriate weapon; if you lose this, -1 from any combat rolls), a backpack (enough room for 6 objects), a lantern (provides enough illumination to see all of a small room), and 2 provisions (consume one when you’re safe to regain 6HP).


The game rules will be based pretty closely on Cthulhu Dark, which actually looks a lot like old Fighting Fantasy if you squint. I suggest starting a geeklist item under this game for your story and adding rolls to it, but if you want to use another method (like real dice) you’re on your honor. In that case, grab 3 dice, with one die being another color.


If you’re asked to test your LUCK, roll your LUCK die and compare it to your current LUCK score. If you roll lower, you’re safe and sound for the moment. If you roll higher or tie, your LUCK fails you! Tell us how you just barely escaped peril and add 1 to your LUCK counter. If you ever have to roll against a LUCK of 6, your LUCK has ran out. Rocks fall, you die, nobody mourns you. Sorry. Tell us how the situation goes bad and leads to the end of your adventuring career.


All challenges will be resolved with the rolling of d6’s (regular six-sided dice). If a situation calls for a dice roll, roll 1d6 for basic adventuring competency and look at the result (possibly modifying it based on the situation). If it’s something your character would be really good at because of their class (fighters in combat, etc) add a second d6 for your proficiency. And if you’re willing to risk your LUCK to succeed, add one more dice (of a different color or state which one is your LUCK dice in the dice roller) so you can keep it separate.

Results won’t just be a simple pass/fail, you’ll be scored on a curve. Look at your highest die and if there were any modifiers in the challenge, add or subtract those as needed. A 6 is success with flying colors - you behead the monster snicker-snak, somersault the tripwire for the trap, or dazzle someone with a spell. Talk about how awesome you are in your character’s story. On a 1, you take a few solid blows, get your hand slammed in a door, or have a spell backfire. I’ll tell you the consequences and you’ll apply them to your character, then describe them in your story - talk about how just evaded defeat or maybe stared Death in the eyes and blinked first.
Outcomes will be listed like: 6+ what happens on a 6 or higher; 3-4 what happens on the range of 3, 4, 5; 2- what happens on a 0,1,2 final roll once you've applied any modifiers. If you're off the listed scale one way or the other please go with what makes sense!

If you included your LUCK die in the roll and it came up with the highest result, test your luck after you figure out how the situation went. If your LUCK holds, tell us what danger threatened you but didn’t come to pass. If you LUCK fails you, add 1 to your LUCK and tell us the additional misfortune you had to deal with before moving on.


if you included your LUCK on the roll but aren’t happy with the results you may reroll (all the dice). If you didn’t include your LUCK die before, you may add it now and reroll. Afterwards, look at the new result. As before, the highest die shows how well you do; if your LUCK die rolls high, test your LUCK, even if you already had to because of the previous roll.

I think that’s it. If something’s unclear Geekmail me and I’ll answer right quick!
Open a Notepad or start an item on the Geeklist and get ready to venture into the (dramatic wuhhhhhh wuhhhhhhhs) Wishing Well!

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