Lejendary Adventure Essentials.PDF

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A Fantasy Role Playing Game
Essentials
Gary Gygax
Design Team
Cover Art: Peter Bradley
Contributing Authors: Chris Clark
Interior Artist: Jason Walton, Bryan Swartz, Eric Van
Hase, Megan Hetrick, Peter Bradley
Titles & Cover Design: Peter Bradley
Layout & Design: Davis Chenault
P roduction Manager: Stephen Chenault
Editors: Chris Clark, Dan Cross, Mark Sandy, Davis
Chenault, Tami Key
Playtesters: First Team: Hector Diaz, Nicholas Diaz,
Ben Greenslade, Jill Irving, Wayne Moulton, Anthony
Roberson, Jason Parnham, Kristin Peto, Joe Peto,
Mark Bryan, Sharon Diaz; Second Team: Rich
Brooks, Karen Brooks, Pat Brooks, Sammy Brooks,
Tara Row, Russ Lentz, and Michael Hill
Website support: Chris Smith a/k/a Gambit
Visit us on the web at http://www.lejendary.com/
Troll Lord Games
PO Box 251171
Little Rock, AR 72225
or on the web at
www.trolllord.com
troll@trolllord.com
Copyright © 2004 Troll Lord Games. All Rights Reserved. Troll Lord Games and the Troll Lord Games
logo are Trademarks owned by Chenault & Gray, LLC. All Rights Reserved. Text is Copyright © 2004 Trigee
Enterprises Company. All Rights Reserved. Lejendary Adventure, Lejendary Adventure Essentials,
Lejendary Adventure Essential Bestiary, Moon Slaves, Trigee Enterprise Company, and the Lejendary Adventure
logo are Trademarks owned by Trigee EnterprisesCompany. All Rights Reserved. First Printing July,
2004. ISBN 1-931275-25-4. Printed in the United States of America.
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Welcome
.... to the Essential Lejendary Adventure Fantasy Role-playing Game. This game allows participants to engage in all manner of
fantasy play, limited only by the imaginations of the players themselves. Role-playing is simply an exercise in imagination coupled
with the use of the rational mind. Imagination and reason are used in conjunction to assess information, solve make-believe problems,
optimize potential gains, and minimize potential losses in play. The game itself is merely a platform upon which the Lejend Master
builds a suitable adventure or campaign, and the players involve themselves in the adventure through the use of game characters. This
hierarchy is elemental in nature to role-playing games.
This book is a “lite” version of the complete rules, and is intended to introduce the basic structures of the system. A discussion of
the three basic game elements necessary for understanding role-playing games is also provided. Players need to understand how each
part works in support of the others to engage in play fully. Long term satisfaction with play is also bolstered by understanding how the
parts work, so an explanation of the process is provided.
Table of Contents
Preface 4
Lejendary Adventure 5
The Lejend Master, The Game Character, Glossary 5
A Look at the Process 7
Races, Base Ratings, Health, Precision, Speed, Abilities, Background, Equipment 7-8
Creating the Avatar 8
Selecting a Race 9
Human, Dwarf, Ilf, Kobold, Typical Oaf, Major Oaf 9-12
Generating Base Ratings 12
Selcting Abilities 13-18
Weapon Ability, Ability Bonus, Calculating Ability Scores 18
Background 19
Equipping the Avatar 19
Equipment List 20-25
Monetary Basis 26
Orders 27
Required Abilities, Order Rank 27
Ecclesiastical, Forester, Jongleur 28
Mage, Noble, Outlaw 29
Rogue, Soldier 30
Unordered 31
Knacks & Quirks 33
Extraordinary Abilities 39
Enchantment 39
Enchantment Powers 40
Theurgy Ability 52
Theurgy Powers 52
Order of Gloriication & Hallowing 53
Order of Service & Care 56
General Powers, Either Order 59
Playing the Game 61
Gaining Abilities 63
Game Rewards 63
Game Movement 65
Activity Blocks 65
Combat Resolution 66
Armor 67
Weapons Statistics 68-71
Essentials
Preface
These rules have been created with two goals in mind. First and foremost, the rules are meant to be easy to understand, enable a
novice player to create an Avatar and use that character to play in a short time. The second goal is to provide a basis for play that satisies
the experienced participant, Lejend Master or expert player. These rules work to serve both groups.
The irst goal is that of enabling new participants to begin play with little problem. These new gamers are the future of the hobby,
in that they will become part of the ranks of veterans in time and will keep the hobby vital. The second goal is to provide a basis for
play that satisies the experienced participant. This is a lot harder to accomplish when the initial aim of the game is to enable access
by the uninitiated. The rules of a role-playing game are what enables the translation of imaginary reality to game play. They quantify
and qualify real and imaginary material into terms that allow a metaphorical igure, the player’s character, to act and interact within
the metaphor of the campaign. That metaphor is, of course, the Lejend Master’s interpretation of the role-playing game’s rules and
the milieu for which those rules are to serve.
Rules that provide easy access to even novice players can make play easier for the Lejend Master also, particularly if the rules are
constructed so as to be lexible in application. This then is the desired second goal—and a double beneit. Do not be misled into thinking
that because there is a disagreeable rule, or no rule at all, the game is not serving well. In the former case, change the rule. In the latter
case, make up a rule that suits the campaign. Rules should provide the Lejend Master with the power to create the milieu, devise and
develop environments that will enable compelling play activity, and direct and engage in the game play so that the other participants
will marvel at the ingenuity and artistry of the LM.
These rules are what I hope will be the engine, if you will, for all that. It is speedy, powerful, and simple enough to ix if its
performance isn’t up to personal standards. The controls and instruments are few enough to not demand constant attention, so that
you can operate the game engine to go to those imaginary places envisioned. The aim here is to keep the engine powerful while
having as few moving parts as possible. That is, the rules are as logical, reasonable, and factual as possible given the dual bases
of game and fantasy.
To mix metaphors, there is also within the game a palette with a rainbow of pigments—the Abilities, Creatures, and Preternatural
and Supernatural Items—available to paint all manner of vivid pictures. Virtually any sort of Avatar, character, creature, or being can be
created in broad or ine strokes. The details are left to the participants, but the basic materials are provided.
In addition, these are “lite” rules, which, in simple English, denotes that this particular version of the Lejendary Adventure game
does not contain all of the Abilities, Activations and Orders that are available in the full version of these rules. It is a complete set of
rules, however, and is designed to speed access to this world by the novice, while simultaneously providing a low-cost alternative to
immersing one’s self fully in the larger system. Should you ind this “lite” system an adequate engine for exploring the realms of your
fantasy, we suggest you expand your universe by acquiring the full version of these rules as published in the Lejendary Rules for All
Players, Lejend Masters Lore, and Beasts of Lejend books.
The Lejendary Earth™ world setting, the road map and extensive canvas upon which the Lejend Master can, if desired, paint his broad
campaign picture, is also available to those wishing campaign material. Following that base for more detailed creativity are world source
books detailing regions and states, as well as adventure scenarios that are set in and utilize the structure of the world setting. These, and
dungeon-type adventures too, will augment the game by adding new ideas, creatures, magical things, and so forth.
In summation, remember that this is a vital and growing game that invites participation. If it ain’t fun, then holler at us to ix it. If it
remains broken for you, then don’t play it. But rest assured that all concerned with this game system will try our utmost to see that you
have a game that is fun and exciting and that facilitates play within the scope of what the game seeks—a return to role-playing gaming
that is a balanced mix of action and acting, banter and battle, confrontation and conversation.
Gary Gygax & Chris Clark
Lake Geneva, WI
Author’s Preface
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