Fun School 2: For the Under-6s
DOSEducational
Documented for this version
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How it plays
The party travels through the Savage Frontier from a first-person perspective, moving between towns, wilderness areas, and dungeon maps. Encounters can lead to conversations, exploration, traps, treasure, and combat.
Combat is turn-based and displayed on a tactical overhead grid. Characters can move, attack, cast spells, defend, retreat, and use equipment. Experience, improved abilities, new spells, and better equipment provide progression through the campaign.
Plan your run
Build a balanced party with reliable front-line fighters, healing, offensive magic, and utility spells. Keep multiple save files because conversations, traps, and battles can produce lasting consequences.
Rest and memorize spells before difficult areas, inspect rooms carefully, and avoid exhausting limited resources during minor encounters. Position characters before committing to melee, and use ranged attacks or spells when terrain makes a direct assault dangerous.
Before you begin
Save before entering towns, dungeons, and major encounters.
Use defensive spells and positioning to protect weaker spellcasters.
Keep useful equipment identified and distribute it according to each character's role.
Gateway to the Savage Frontier is a fantasy role-playing game developed by Beyond Software and published by Strategic Simulations, Inc. for DOS in 1991. It uses the AD&D rules and the Gold Box structure, placing a player-created adventuring party in the Forgotten Realms' Savage Frontier. Exploration takes place from a first-person viewpoint, while battles shift to a tactical overhead map. The game combines wilderness travel, towns, dungeons, dialogue, treasure, and character development. Contemporary reception generally recognized its solid adaptation of AD&D and substantial campaign, while noting that it remained closely tied to the established Gold Box formula.
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