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Re: (TFT) Lifeisfun: Weapons and STR mins



Quoting davidgrouchy <davidgrouchy@yahoo.com>:

For myself, the two sentences above show how much more powerfull simple rules are. The less the game tells me what to think about the system, the more I will think about the system. Help me to see how this is a mandate to inscribe a layer of more detailed rules. Wont that leave the GM and players nothing to think about, just a lot to memorize?

I gotta agree with you there. As long as the abstractions (that got called
over-generalizations) are consistent, then we have a viable game system. I've
often described TFT as 'rules for making rules'. If a PC wants to try
something, then the GM says X dice aganst stat and away we go. As the amount of rules material grows, the more likely people are to game the rules, rather than
the characters. I like that TFT practically forces roleplay, because there
aren't enough numbers to game.

(Heck, in one part of a campaign, some of the characters learned professional
wrestling skills. It got really weird. Basically traded IQ for extra money on
payday.)

Craig,

I think it was the Battle of Wisby book that said it was the place where the
tendons inserted was the part that was overdeveloped in swordsmen. It also had
the one guy with the smashed knee who had it set into the correct position for
riding, rather than walking.
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