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(TFT) HT's other system



Michael Taylor <MichaelTaylor1@compuserve.com> wrote:
> >>>>>-----  letter to Andy Windes from Howard Thompson  -----
> >>>>> TFT is too complicated as completed by Steve Jackson. 
> 
> I can see this. I wouldn't whole-heartedly agree, but the game did get
> longer without adding enough fundamental rules. Combat seems to me to be
> one of the roughest sections - though it still plays better than 99.9% of
> the RPG combat systems *ever* written! 
>                      .  .  .
> >>>>>I'm having work started no (sic) on a new FRP system
> >>>>>that can be introduced in 3-4 years and is closer to what I think the
> >>>>>market wants and what I'll feel comfortable in publishing.
> 
> I'd LOVE to know what happened to that game!

My guess is that it became the UnderEarth series.  In my PBEM games, I
tend to like a battle sequence closer to UE than AM.  AM had a "quick
battle" system that was too stripped down for my taste.

I think the UE sequence works a little better for PBEM for a few reasons.
First is that actions occur simultaneously.  This to me is a bit more realistic
than Melee, where nothing occurs simultaneously.  It seems entirely possible
to me that weapons are swung at the same time, and both sides can have 
damage occur.  This also makes for a faster PBEM game, because you don't
always have to wait to see the outcome of an action before taking your own.

UE also retains the concept of facing, which is removed in AM's QB rules.
I think this was a shame - facing seemsso inherent to the Melee concept
I can't see doing without it.

AM really made TFT a role-playing system.  I felt this could be used either
to add depth to a campaign, or could drag one down with all the details.
Every game I ever played ended up using a hybrid of rules, most from the
books, but some workarounds to speed up gameplay.


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