Alex Flagg, Scott Gearin, Patrick Kapera
Disclosure: Review copy provided via Atomic Array, carnival details follow the main body of this article.
With the latest offering from the makers of Spycraft 2.0 the universe of the Open Gaming License just got a bit more empowered. Not only that, but Crafty Games sets the expectation for the line right on the back of the book, and I quote, "Your Dungeon, Your Dragon, Your Way."
As that back-cover maxim suggests, nay commands, Fantasy Craft is all about customization and, if you'll forgiven a further pun, crafting the best fantasy experience that fits the desires of those involved in a campaign, in front of or behind the screen. With 12 races, some made more varied by Species feats, and 12 base classes, it's easy to see how Fantasy Craft offers the ability for gamemasters and players to customize their experiences.
If you're the type of gamer that wants the crunchy skeleton to hang the meaty world upon, to have generic rules to power the fantasy world in which they play, then Fantasy Craft is definitely a good purpose for you. From cover to cover there is help for creating characters (player and non-player), evocative creations of magical milieu, and world building assistance for helping out the nascent person behind the screen and hone the sharpened edge of an expert.
In addition to the ability to use race specific feats to customize your character, Fantasy Craft also has variations on classes, too, with the base class, expert class, and master class feature. While players can stay within a base class for the whole of the PC's career, they can also option into the expert classes and, eventually, a master class. It's up to the players and their Game Master to decide where they want things to go and how.
While Fantasy Craft is based off of the OGL variant that Spycraft uses, it also tweaks things into what Crafty Games is calling Master Craft, a rules set that they will be using to power other settings and show between game-line compatibility, however they also have the Powered By license, which allows for folks to use the Fantasy Craft and Spycraft systems to power their own creations. Thus, the Open Gaming movement is quite obviously still alive, as we've seen with other companies, but also strong enough to power other innovative branches of the OGL family.
Overall, Fantasy Craft is an excellent addition to any bookshelf and is an excellent system for players and gamemasters who enjoy deep customization and variation of player characters and systems, as well as for those who seek a generic rules set to empower their own flavorful creations and worlds. I know that Fantasy Craft is an excellent addition to my own electronic bookshelf and, soon, to my hardcopy bookshelf, as well.
Want to learn more about Fantasy Craft? Read on...
- Atomic Array: Fantasy Craft (Atomic Array 032)
- Game Cryer: Review by Chris Perrin
- Questing GM: Questing with Fantasy Craft
- allgeektout: What Fantasy Craft Has to Offer
- Campaign Mastery: Mine Fiction for Campaign Qualities
- Emerson's Bookshelf: Fantasy Just Got Crafty
- Critical Hits: Critical Review
- Fear the Boot: Fear the Review
- Gnome Stew: GM Spotlight: What Fantasy Craft Brings to the Table
- Uncle Bear: Fantasy Craft Chargen
- Flames Rising: Dark FantasyCraft Review
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