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THE SECRET FIRE RPG

Making RPGs Dark & Dangerous Again…

The Secret Fire RPG CoverTHE SECRET FIRE™ is a brand new, original game system with mechanics that emphasize exploration, roleplaying, and the constant threat of danger as adventurers set forth on perilous quests, engage in lethal battles, and win precious treasures. The design philosophy focuses strongly on imbuing the game world with a specific tone through elements of flavor, simpler rules, faster play, and unlimited flexibility using innovative “literary” mechanics alongside traditional tropes of the fantasy game genre. The overall “feel” of this combination is what sets THE SECRET FIRE apart from all other games.

As well as both PDF and print editions, The Secret Fire will also shortly be available in ePub and similar formats to enable digital readers to view them. There is also going to be an iPhone App that runs locally without requiring an active internet connection. See where to purchase the game from our Store section.

You can see praise for THE SECRET FIRE RPG here.

What Makes the Game Different?

We’ve received several requests to summarize the major elements of THE SECRET FIRE™ that set it apart from other fantasy roleplaying games. So, ignoring the similarities among all FRPGs (a fantasy world setting, medieval-style setting, and so on), let’s review the significant differences between TSF and the other popular roleplaying games.

1. ROLEPLAYING MECHANICS. Characters in TSF all possess a Good, Neutral, and Evil trait, one of which dominates depending on the PC’s alignment, but the other two exist within the character as well, and come out from time to time. Players gain Energy Points (second Section 2) for roleplaying their characters, whether choosing to follow or go against their alignment (and its associated trait, for example a Good character following his self-sacrificing Good trait, or a Good character instead acting out his greedy Evil trait). Whichever they choose, they tick one space along the spectrum toward Good, Neutral, or Evil, depending on the morality of the action taken. Lawful, Neutral, and Chaotic represent the Stability of the character, i.e., how often they stick to or diverge from their alignment and its associated trait.

In addition, each Ability score comes with an associated Descriptor. For example, Strength ranges from Feeble to Mighty, while Intellect ranges from Moronic to Brilliant. These Descriptors can also be used to gain Energy Points. A Reckless or Foolhardy PC might charge into battle at an inopportune time or pull a lever before the party has decided whether it seems like a beneficial course of action. Just an attempt at roleplaying either a Trait or a Descriptor earns the PC Energy Points — they don’t have to succeed at the action.

2. ENERGY POINTS. Exploration, battle, spellcasting, and other elements of the game can be enhanced by spending Energy Points, a pool of energy for each PC that starts out at maximum at the beginning of a new day (after 8 hours of sleep). Characters can earn extra Energy Points (even above and beyond their starting level for the day) by roleplaying (see #1). Energy Points can be used in any way allowed by the MC (aka, Master Creator, TSF’s version of “GM”) to accomplish Special Effects. A few examples of Special Effects include: pinning an opponent, knocking-out a combatant, re-casting a prayer previously cast, swapping out a spell for one of equal or lower level, moving overland at double-speed, inflicting extra damage on a successful hit, and so on broken into major categories of Exploration, Weapon Attacks, and Spellcasting. The only caveat is that the player MUST explain how his or her character is accomplishing this effect in a realistic way given the current situation. There are limits to how many Special Effects can be used per attack, of course, and when PCs run out of Energy Points, they can always engage in additional roleplaying to earn more (again, see point #1).

3. WOUND LEVELS. THE SECRET FIRE uses a combination of hits (or hit points) and Wound Levels. At each of the five levels — Grazed, Hurt, Wounded, Messed Up, At Death’s Door — the PC suffers some effect, either positive, negative, or both. For example, a +1 to attacks at the Hurt Wound Level, or a critical success on a natural 15-20 or a critical failure on a natural 1-5 at the Messed Up level, bearing in mind, that like all things in TSF, everything stacks. Which segues nicely to:

4. EVERYTHING STACKS! Enough said. No looking up, figuring out, arguing over, etc. Everything stacks.

5. NARRATIVE VS. NUMERICAL STYLE. Players can use codewords that represent numerical values to make the entire game more immersive. All players at the table understand what these phrases/code-words mean and are encouraged to embellish and create entirely new ways of expressing them along with the MC.

6. SANDBOX-STYLE, i.e., NOT NICELY BALANCED FOR YOUR PARTY. The world is the world: parties may encounter easy obstacles they can overcome in seconds or impossible obstacles that will instantly destroy every member of the group. PCs must take care to figure out which is which and to attempt other strategies before engaging everything in battle, including parley and flight. This is a game of exploration and danger.

7. RESISTANCES VS. SAVING THROWS/DEFENSES. All attacks are made against an opponent’s Dodge score. All damage, however, is rolled against the opponent’s Resistance score based on the type of attack. For example, a sword thrust hits a ghoul (i.e., hitting its Dodge) and the damage taken is determined by subtracting the ghoul’s Armor Resistance (which absorbs the blow) from the sword’s damage roll, with a minimum of 1 damage. Other Resistances include Anti-Magic vs. Paralyzation, Dragon Breath, Spells; Endurance vs. Poison, Petrification, Death Magic; and Willpower vs. Charm, Psychic Assault, Prayers.

8. THE ELDER GODS & THE CHARACTER WHEEL. The Character Wheel or Mosaic at the center of THE SECRET FIRE character sheet becomes filled in with different colors based on the types of encounters the PC finds himself or herself facing over his or her adventuring lifetime. Other players can just glance at another PC’s Character Wheel to get a sense of that PC’s life up to this point, just like you can get a vibe about someone just by looking at them or spending time with them. The Elder Gods are five primordial “forces” representing positive and negative aspects of their areas of power. They can be called upon for succor – but players who do so find themselves owing them a favor that may called in at the worst possible time.

9. UNIQUE TALISMANS. Everyone talisman (or magic item) is a unique, complete with special adornments, qualities, name, and history, in addition to any (relatively simple) magical abilities. Tables help MCs develop and design these items, plus pre-generated items can be selected and used immediately.

10. SIMILARITIES & ADDITIONAL CHANGES. TSF has Ability scores, equipment, attack charts, increasing rather than decreasing Dodge score (i.e., higher is better), a unique skill system which requires a PC to roll their Ability score or under to accomplish a task on a number of six-sided dice, with that number of dice based on the difficulty of the task in question (though PCs Trained in a particular skill get to roll one die less when making the roll). Plus, a Montage System allows the MC and players to move through long periods of game-world time very quickly with interesting and randomized results.

To sum up, THE SECRET FIRE is a fast, flexible, and familiar yet unique fantasy roleplaying game that focuses on immersion, substituting words for numbers whenever possible, putting you at the heart of the experience. It has a low price point and will be available in PDF, ePub, and hardcopy formats. In addition, we won’t be overwhelming you with books to buy, having a release schedule of one book every four months, or three per year, designed to expand and enhance your game (The first Supplement for TSF will be released in December 2011). Apps and other technologies will be available ad hoc at low prices and will be meant to speed up play even further or provide additional enhancements to your campaign.

In addition, the game contains elements that appeal to fans of ALL editions of some of the world’s most popular FRPGs so everyone can go back to playing together. Some playtesters have called it a “Universal FRPG”.

The TSF book itself contain its own secrets to be deciphered and solved. Those who do so successfully will find themselves discovering extra, free content, not to mention the sense of accomplishment for solving the puzzle.

THE SECRET FIRE Accolades & Press

“A flavor-filled approach to fantasy gaming that puts the mystery and magic back into the dark recesses of the dungeon.”

— Monte Cook, co-creator of Dungeons & Dragons 3rd Edition

“With THE SECRET FIRE, George Strayton is following in the footsteps of the inventor and master of roleplaying games, Gary Gygax, expanding on Gary’s original vision of fantasy roleplaying by taking it back to its roots while simultaneously bringing it into the future.”

— Gail Gygax

“With THE SECRET FIRE, George Strayton has captured the sense of wonder, possibility and (yes) MAGIC that I felt when I first played D&D back in 1979.”

— Stan!, TSR staff member on 2nd Edition AD&D and Creative Director & Co-Founder of Super Genius Games

“No surprise, [at RetCon 2] classic board game Dungeons & Dragons was a big draw at the convention. But so was a 3D version of the game Legends & Labyrinths [now known as THE SECRET FIRE]…”

— PlainView Patch

“I had the opportunity to sit down at my FLGS and playtest a convention scenario for the upcoming RPG THE SECRET FIRE. There is literally something for everyone in the rules, no matter what edition you started with and some very innovative and interesting mechanics to the game.

— Michael Curtis, Author of THE DUNGEON ALPHABET, poleandrope.blogspot.com

“I just purchased a physical copy and a PDF copy. People in the house have been trying unsuccessfully to pry me away from my iPad ever since I downloaded the PDF. As a gamer, a game master, and a writer I haven’t been this excited for an RPG in many years.”

- Jamie LaFountain, Game Designer, TSR, Inc.

PLAYTESTERS

Loved the game. It has a lot of flair and detail. George and the whole team were really awesome and were the nicest people at the con.Coming from playing Pathfinder, The Secret Fire adds some of the stuff I love from Pathfinder (D&D 3.5) but adds some stuff from other editions and systems that I’ve played a few times. By far the most interesting pre-gen character I’ve ever seen or played. Can’t wait to build my own!

— Dustin

“I really like the TSF system as it makes playing easier and allows ROLE Playing instead of ROLL playing!  I enjoyed playing the Dwarf Ollum – Bumbling Brawler, Tactical Tumbler and Dense Dragonslayer!”

— Dave from Connecticut (ConnCon)

“Great game! Psyched to play more. Fantastic ways to interject more color into the role playing and combat, while streamlining the mechanics.Less encumbered, simpler yet more detailed, faster but just as exciting. Less meta-gaming, more in the action.”

— Josh from New York City

I finally got the opportunity to run my first playtest yesterday, and it went really well! The “Creating a Character” section seems to flow really well, and they didn’t have much of a problem going through that. It went pretty quickly, the only hold up being my lack of multiple copies.Everyone loved the EP system, which seems to provide the perfect balance between freedom and guidance.  Probably our coolest EP usage was when the thief used acrobatics to flip over a line of orcs, and used EP to use his momentum coming down for extra damage. As it was also a backstab, he really liked that. EP was everyone’s favorite part of the game.The skill system: it’s extremely simple to use and gets out of the way quickly, letting everyone get back to being awesome (or failing miserably, whichever).  As an MC, having to decide between 3, 4, 5, or 6 dice is much easier than picking a DC from 1-30.The personality traits gave an immediate sense of each character, just as they were intended to.  They all chose to roll, and got some good results. They also liked the ability descriptors, for much the same reason.

Magic-Users and holy-men are fun to play out of the box at level one, both from an HP and available spells perspective. They generally liked the feel of the spells.  They seem to have the proper amount of complexity, and of course the descriptions are awesome. Their favorite was the CLW description.
They all liked the idea that SQ were big things, not like feats at all. In general everyone was very excited about the system, and the guy who plays in my 4e group, whom I could probably never get to play a Basic/1e campaign, said that he would rather be playing TSF than 4e right now.

Everyone loves the game and had a really fun time.  The energy points combined with the personality traits encourages creativity in play more than any other system I have seen.

— Nick Mizer

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