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Foresight Enhanced '95

Foresight Enhanced '95

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Published by Zaratustrarr
English
English

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Published by: Zaratustrarr on Jan 23, 2011
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11/13/2011

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Purpose
This edition of ForeSight has been createdespecially for the internet. Over time, itwill be improved and expanded in accordwith your comments and suggestions.
How this document was created
This document was created usingFrameMaker and Adobe AcrobatExchange on a Macintosh 840av.
DistributionForeSight Enhanced ’95 is distributed asshareware.
If you use it (and, particularly,if you print it) you should pay for it(recommended donation is US$5 in cash;pay whatever you think it’s worth andcan afford). Registered users will beinformed of updates, and may receiveother privileges at my discretion.This document may be distributed freelywithout alteration.
If you wish to includeit in a CD-ROM collection you mustinform me by e-mail or in writing.Contacting the AuthorInternet
tonio@mpx.com.au
Phone Numbers
+616-282-2326 (home)+6141-924-3315 (mobile)
Mail
Tonio LoewaldPO Box 76Garran ACT 2605AUSTRALIA
ForeSight Enhanced
Copyright ©1986-95 Tonio Loewald
Design, Development, & Graphics
Tonio Loewald
Key Playtesters & Contributors
Nick DoulgerisKenneth BeatonRalph SutherlandSean CaseBrett EvillFrank HampshireJulie GibbsAnthony BushellMichael PadrenyMatthew DoulgerisPamina LoewaldMichael CaseDavid BaldwinDavid BofingerMark Bofinger…and many others.
Coming Soon
More HyperText LinksFantasy ModulesScience Fiction ModulesEquipment Lists
 
ForeSight
Enhanced
Hindsight
 /1
1.0I
NTRODUCTION
1.1Hindsight
ForeSight was originally designed in the Summer of 1984-5, andfrom there it has progressed in fits and gasps to the form you seebefore you now. Despite time and changes, the game is essentiallythe same as it was then, only easier to play and, I hope, more clearlyexplained.Some things, certainly, have changed. The resolution systemhas grown a little more sophisticated, while the combat system hasbeen extensively redesigned to be less rigidly structured. Most im-portantly, the character creation system has been markedly im-proved.In general, rules which were seldom used have been eliminatedor replaced, while rules which found more-or-less frequent, prob-lem-free use have been left as they were.The core rules are intended to provide a concise and accessiblesummary of the ForeSight game system. Both beginners and expe-rienced role-players should have little trouble understanding therules, as presented here.
1.2Design Objectives
ForeSight was designed as a system for describing characters, firstand foremost. Everything else in the game is simply an extension of the idea that what a role-playing game should be good at is describ-ing characters.This means not only describing the character as he/she is now,but as he/she was and might be. This means not only associatingnumbers, magnitudes, or code-phrases with “abilities” (names),but giving a feel for what these represent.This means describing the world, beasties, equipment, and soforth, in terms of how these things interact with characters, howthey shape the character’s environment and actions.ForeSight was designed to be transparent during play. In otherwords it was designed not to colour the setting or genre of the cam-paign or adventure you play. This doesn’t mean that I’m against at-mosphere in a role-playing setting. I designed ForeSight to be asystem to support a very colourful setting I had written from 1983to 1985. On the contrary, I simply think that setting and game-sys-tem should be distinct, so that the same system can be used to playin different settings, and scenario writers can concentrate on writ-ing background material and not rules. And if a system is to be usedin disparate settings, it shouldn’t colour them.
 
2/ 
Introduction
ForeSight
Enhanced
1.3Design Non-Objectives
I didn’t write ForeSight to become rich (which is lucky). If you don’tlike ForeSight, if you don’t like what it tries to do, then waste notime on it. If you like the things it tries to do, but don’t like how ittries to do them, please persevere. I’m open to constructive criti-cism. On the other hand, there are generally good reasons why thegame works as it does, and sometimes an explanation of these rea-sons will sooth the savage critic.So, if I haven’t alienated or unduly bored you yet, read on

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