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Re: (TFT) Jobs table: 100,000 simulated soldiers and farmers



The general response seems to be "Interesting but irrelevant. You don't extrapolate campaign world from game system." I couldn't disagree more. You have to extrapolate campaign world from game system. Otherwise you spiral into referee fiat land. The game world becomes whatever the referee wants at any particular moment. 

If the rules can't sustain the campaign world described in published sources, there's clearly a problem with the rules.

This is even more of a problem when you play solitaire, a style of play which both TFT and Traveller tried to support. The Traveller economic system works pretty well. Play that by the rules as written and see how long it takes you to a) roll up a character that has a ship and b) how long it takes before you fall behind on payments, skip from the bank, and are forced into adventuring just to stay one step ahead of the debt collectors. It's a nice little challenge that encourages adventuring, eventually. The TFT jobs table, as pointed out, does the opposite.

I love Melee/Wizard but I have a lot of problems with Into the Labyrinth. The talents are totally unbalanced. The jobs table is problematic. The monsters, with some exceptions, aren't terribly inspiring. 

That all said, I basically give it a "pass" on the basis of being thrown together without proper playtesting, and I love the *ideas* behind it even if the mechanics are broken. Talents based on IQ were a great idea. The jobs table was a great idea. What they both need is a complete re-write to bring the probabilities in line with the world they're trying to convey. Sadly, that will never happen. That's why I now use Melee/Wizard combat rules with the Legends of the Ancient World campaign system

--- On Tue, 9/13/11, John <johnnyboytmm@juno.com> wrote:

> From: John <johnnyboytmm@juno.com>
> Subject: Re: (TFT) Jobs table: 100,000 simulated soldiers and farmers
> To: tft@brainiac.com
> Date: Tuesday, September 13, 2011, 11:51 AM
> What a fun discussion.
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