Begin your exploration of the Realm with the Core Rulebook for the Talisman Adventures Fantasy Roleplaying Game! Magical forests, treacherous mountains, deadly dungeons, and more await you between these pages. Begin your adventures as any of ten classes (assassin, druid, minstrel, priest, prophet, scout, sorcerer, thief, warrior, or wizard) and seven ancestries (elf, dwarf, human, ghoul, leywalker, troll, and sprite).
The Talisman Adventures Fantasy Roleplaying Game is a hardcover book divided into two sections: the Player’s Guide and the Game Master’s Guide. In the back of the book, you’ll find Light and Dark Fate tokens, character sheets, and six pre-gen characters. It also includes a short, starting adventure, Death’s Messenger, so that you can jump right into the action.
If you want to be even better prepared for your heroic journey the Talisman Adventures Accessory Pack is just the thing! It contains 7 heavy, double-sided Fate tokens plus 6 custom Kismet dice. The special look of the customized Kismet Dice will make it easier for you to see what fate has in store. (Of course you are free to use common six-sided dice of different colors instead.)
The Talisman Adventures Fantasy Roleplaying Game rules are fast-paced, easy to learn, and feature the new 3D6 Adventures rules set. With these rules, the players take the lead and determine the action as their characters explore magical new lands, encounter enigmatic strangers, and do battle against terrible monsters. This book provides a multitude of enemies, strangers, followers, mysterious locations, and magic items to include in your adventures. Forbidden knowledge and fabulous treasures — perhaps even the fabled Talisman of the Great Wizard — await the daring and heroic.
To play this game, you’ll need a few friends, three six-sided dice, 2–4 hours, and your imagination.
While I was reading this, I often had the feeling that it “just wasn’t different enough from 5e to make it worth learning”. I didn’t read the first chapter that talks about the Talisman world. I haven’t played the board game in probably 20 years at least. To me it’s just a fantasy version of Monopoly, it never ends, I don’t think I ever finished a game of either one. It wasn’t really lore I was looking at while reading this, it was more about the system.
I do give them points for having ghouls, sprites and trolls as player races and the kismet die and light and dark fate. Though I don’t like when systems only use d6’s, I have all these beautiful dice, I want to use them. I liked the “spell rarity” mechanic, but it seemed to be used to just break the spells up into more than 3 “levels”, which just kind of it makes it more like 5e.
I thought the way they handled “followers” was pretty interesting and overall the system was more simple than 5e, which can definitely be a good thing if you like less rules/options.
The art in the book was okay, not great for me. Layout was fine except for one stray background “distress line” that sometimes made things hard to read or was just distracting because it looked like the ink was smeared (it was on every other page).
In the end, I’d say this is a perfectly playable, and probably fun game, nothing too original going on here, but if you’re bored with 5e it could be different enough to make things exciting.
Overall a good RPG system. Ideal for new roleplayers and fans of the original board game. Good for new game masters as well with an included adventure.
(Though I'd say there's nothing really special here for experienced players.)