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Re: (TFT) Magic: illusions, cities



<   "get him boy! go get him!! woof... go go..."
"Get what?"
"the illusion myrmidon! Sic Sic him!"
<yawn,scratch lick> >

Interesting... seems to suggest that the higher the IQ the more susceptible
to illusion...

<  I don't like keeping track of
new rules and many players don't enjoy it either. Interpreting the
world to control situations that might otherwise be abused is far
easier. >

When do those "interpretations" qualify as rules?
And what is "abusing"?
Cultural systems are all make believe so abusing a economic system say
isn't necessarily abusing the game as a whole.
Sure not rubbing the blue mud in your belly button at the right time is a
good way to get killed but who are they going to use?
I find many GM's can't answer some fundamentals about their game-worlds
like how many guards are on watch on a shift or how many guards total.
It kinda sucks to go for a high ST concept thinking Pumphrey brother mayhem
only to find the GM thinks that's "abuse".
Fireball can have umpteen different mental pictures associated with it,
hate finding out mine is radically different from the GM's in the middle of
play.
During setup for play the GM prepares the environment for play and makes
choices like how many guards?
Guards come with buildings and peasants to feed them and smiths to equip
them and forges for the smiths and peasants to feed the smiths and so on.
I use SimCity ideas for this scale but long story short a small village
isn't going to have many guards even if everyone has to be a part-time
guard.

<  I've considered adding a Sanity stat >

I use IQ checks (morale) with a fail allowing a psy-dam that reduces IQ
with 5 - 3 IQ flee, 2 IQ faint, 1 IQ catatonic and 0 IQ or less insane.
Recover IQ as per fST unless IQ 1 or less who need help.
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