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Re: (TFT) Teaching roleplaying to Power gamers



>Message text written by INTERNET:tft@brainiac.com
> >>>>>>8)        Tweek rules that force players into 
> >>>>>>narrow slots.  My campaign would be far 
> >>>>>>different with-out the memory superscript rules.<
>
>Doesn't this rule actually have the opposite effect? 

	I don't see why this would.

	If a player who is playing a character 
who is "DA THIEF", then why not optimize the
thief characteristics?  However if the character
can grow organically gaining all sorts of fun
or unusual talents, they become more real.

	An artificial game mechanic that forces
people into narrow roles may force 'team work'
but what does that have to do with role playing?
I suggest that characters that are flexible to
do MORE than one thing provide more role playing
possibilities.

	Of course if the GM gently hints that this
non-combat talent would be useful, then the GM
should put some effort into making sure it actually
IS useful.

>
>I actually only allow these types rules AFTER you earn expereince points so
>that the group is much more team-oriented because they are all more likely
>to be specialists than generalists.
>
> >>>>>>9)        If one player is a problem or cheats,
> >>>>>>evict them.  I give one and only one warning.
> >>>>>>There are dozens and dozens of more role players
> >>>>>>out there who would love to join a good campaign.
>
>And if this is the case -- why do you need the first 8 rules? :-)

	Have you never had someone that wanted
to join the campaign but had a few bad habits?

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