I bought this on a lark, as something as a fan of several of the films that inspired this game, and it was worth every penny! I already had some familiarity with the Storypath System thanks to Scion 2nd Edition, but TCFtCC! uses inspiration from Storypath Ultra and greatly benefits from the streamlining it provides. If you're a fan of any kitschy fantasy film or series from the 1950s to the 1990s, you'll almost certainly love this game and find at least one homage or reference to your favorite somewhere in here.
Tongue planted firmly in cheek, this game embraces the kitsch and camp of its inspirational material rather than fight against it, yet at the same time offers a wide range of tonal options from outright comedy to edgelord territory.
Rather than try and go for in-world categories such as warrior and mage fin a class or classlike system, TCFtCC! opts for narrative Archetypes as major determinants for character specifications. The six Archetypes in the book are Champion (think of a knight in shining armor in a medieval-ish setting, or a demigod-hero in sword-and-sandal), Dreamer (A quick-witted and/or charismatic inspirer), Inhuman (the token human-sized or larger nonhuman with special abilities; although human, Andre the Giant’s Fezzik from The Princess Bride is a good example), the Puppet (named as such because this usually diminutive nonhuman is often played by a puppet onscreen; think Bubo the mechanical owl from the 1981 Clash of the Titans), the Sage (the wise mentor or wizardly type, à la Gandalf), and the roguish Scoundrel (although from a nominally science fiction franchise, Han Solo from the original Star Wars trilogy is a good wit in temperament and personality).
Each Archetype has its own list of potential Connections. Trademarks, Quips, and Tropes, though for the last group of abilities allows for some cross-archetype versatility.
The game also offers much by way of customization and advice for the players and the Director (TCF!’s term for Gamemaster) in the form of Cinematic Powers to influence the narrative and acknowledge the meta nature of playing such fantasy in the 21st century.
Fiends most Foul (i.e. monsters for the most part) offers a broad selection of foes for various camp/kitsch fantasy sub-genres, whether sword-and-sandal, sword-and-sorcery, pseudo-medieval, or quasi-Arabian Nights. There is also a whole chapter dedicated to running the game for the Director, both offering set decoration options and addressing story structure and sensitivity concerns in homaging works from the latter half of the 21st century in 2024.
If you have a guilty (or especially not-so-guilty) pleasure from the inspirational films and shows that inspire this game, from 1975’s Monty Python and the Holy Grail to 1982’s Conan the Barbarian to 1995-2001’s Xena: Warrior Princess, there’s something in They Came From the Cyclops’s cave for you!
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