I come from the days of pocket games. From 1978 on-wards, I was met at my hobby store by these unusual packaged games in small boxes and clear baggies.
There was some really weird stuff back then, lots of cardboard chits and pieces that you had to scissor out. The Avalon Hill games were "professional" grade masterpieces, but these baggie games held some hidden jems.
Steve Jackson finally got the rights to reproduce two of the best pocket games he created. Melee and Wizard. The fantasy trip is what occured with the combination of the two pocket games and a whole underground movement was formed while D&D Basic ruled the tables.
In the box:
You will have both individually boxed editions of Melee and Wizard as they appeared in their pocket-game form, as well as a boxed "dungeon" setting that works more like a funnel-arena. Also included is a campaign setting and a book on the Fantasy Trip itself with more advanced rules to make this experience more D&D'ish.
PLUS punch-out hexagon sets which can be used to embellish with dry-erase pens. Lots of cardboard chits included.
Decks of player cards, with pre-generated characters ready to fight, and pads of blanks to create your own characters. HQ Screen and Dice are included.
It's an easy to follow system to play, Steve Jackson has provided a lot of video reference materials on youtube to help you follow the way to play.
The follow up... Decks of Destiny:
More hard cardboard hexes, play mats and materials. The Decks are usable, but are not top quality.
You also get more blank pads and a lot of "journal-ing" materials, like books you can fill out for characters, books for campaign journals, more dice... and most importantly...
Fold up printed boxes sized for the components. These boxes store all your cards, dice, materials, pads... everything. (from both box sets)
I also got a few extras I was missing via kickstarter, including a book of compiled adventures from magazines of the era (in modernized form) and a few bonus items as rewards.
Play:
This will be a tactical game with RPG aspects sprinkled in as the Game-Master wills.
You will have a lot of monsters to reference, which should make it easy to create your own.
As D&D has tactical options with a lot of "Theater of the mind" playability, Fantasy Trip is going to be a lot of tactical board-play. The RP will be player interactions after the fights, or just before.
Don't worry, it's easy tactical... you will get the swing of things down fast. But it's vital in your fight to have the area marked out and ready to roll.
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