The most straightforward solution would be to run it in AD&D because so many of the unique monsters come from that game, but for whatever reason I've always thought that Final Fantasy just felt more like Classic, so I'd go with that. Tiamat, Marilith, otyughs and (probably) bullettes even make an appearance. This is before all of the JRPGisms hit the series, so there’s no phoenix down, spells use Vancian slots instead of MP, and there aren't any chocobos or moogles. Here's how I would run a Final Fantasy campaign, using BECMI. Moreover, Yoshitaka Amono's artwork just drips with Orientalist high sword and sorcery. The classes and spells are essentially imported from BECMI, and the monsters, bosses and items are lifted straight out of AD&D. After all, the vast majority of the game was taken right out of D&D. Still, the first Final Fantasy would make a great sandbox setting, or a solid B/X/A/GDQ module series, and very little would have to change to accommodate the theme. Back at the time I figured I would write up a series of adventure modules for BECMI based on the original Final Fantasy game, but never got around to doing anything more than making an ugly hexmap draft. While spring cleaning a hard drive, I found this Hexographer file with an incomplete sketch for a Final Fantasy (NES) campaign map.
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