Fringeworthy

Exploring the Pathways to Infinity

Review by Kerry Lloyd

Designed by Richard Tucholka and Robert Sadler
Tri-Tac Inc. PO. Box 61, Madison Heights, MI 48071
Released: October, 1984 (second edition)
Item No.: 1001
Price: $12.50
Complexity: Intermediate
Solitaire Suitability, Low

A rather different method of space and time exploration is presented in FRINGEWORTHY, an unusual role-playing game. It is placed in the near future (as far as Earth is concerned), but seems to be able to range throughout space and time for its adventure settings. The title for the game is derived from the name given by the popular press to the method of travel used in the game--the Fringe, a series of paths and gates connecting interstellar, intertemporal, and interdimensional areas which can only be travelled by a few people worthy of this duty--the Fringeworthy. These agents join groups called Interdimensional Exploration Teams (IDET) and pursue adventure across time and space.

The game consists of a 108-page saddle-stitched rule book with a light turquoise cover printed in black. The FRINGEWORTHYTm book covers the general background setting for the game, character creation (a skill-driven system, with over 170 normal skill areas, and another dozen plus special IDET skills), outfitting (including pistols, grenades, and bazookas) and combat. The rule book also contains instructions for "Alternate" creation because the various sites for adventuring are alternate worlds involving assorted forms of differentiation. Vehicles, alien being design, diseases, alien artifacts and their design, and damage to the humonoid body when hit by some form of weapon are all discussed. Information about environments and their effects, toxins and poisons, cultural and technological level design, and ... the ultimate enemy is given.

The rules are presented in a reasonably logical and connected sequence with "The Ed Powers Story" trailing through the volume as a running example. A table of contents helps Gamemasters (GMs) locate information. A two-page character sheet and a world development sheet are found as the last pages of the book, and it is suggested that a decent supply of them be photocopied for future game-playing sessions.

As with any role-playing game, a thorough review demands that a campaign be set up to test it in play. Unfortunately, while a group of us were able to run a couple of sessions, we were not able to give the rules the full campaign treatment; however, the character creation and combat sections were worked over thoroughly. Character creation is complex and time consuming because of the many choices available to the future IDET member, but this process can flow quickly once the entire system has been learned. Adventuring requires the GM to prepare a good scenario (as with any other RPG), and there are many helpful sections included in the rules to aid in this job. Combat necessitates reference to many charts and is not the speediest process; it is however, high on realism ("You shot off his left little toe!"). We did run into the aforementioned ultimate enemy, a rather nasty critter called a Mellor (with eight varieties of nastiness) which in some of its incarnations can assume the identities and forms of others that it kills. These beasties are responsible for the demise of the Tehrmelern, the original constructors of the Fringe, and are nothing to be either sneezed or laughed at. The Mellor, by the way, were the creation of the Tehrmelern, originally developed genetically from a much lower species to be helpfuj servants.

Overall, the system is quite playable and could be very enjoyable if the GM is apt. It requires a hit of rules study to learn the FRINGEWORTHY' system thoroughly enough to manage a session rapidly. The information in this book is useful in one degree or another to the average GM, whether he's running a fantasy campaign or one set in the far reaches of space. It's not likely that a campaign of FRINGEWORTHY would be set up, although playing in one could be a lot of fun.

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