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Re: (TFT) Re: What makes a good Solo / Programmed Adventure?



Brett Slocum wrote:
> From: Pasha and or Rick Smith <pnrsmith@istar.ca>
> >  The one thing I've never been able to do well
> > in TFT is making a good programmed adventure.  I was
> > wondering if anyone had any thoughts that make one
> > great or ho-hum.
> 
> Well, after running through GrailQuest and OrbQuest (thanks, Joe), I can say 
> that GQ is far superior. It gave you lots of choices, lots of opportunity for 
> roleplaying, picking up followers, etc. The more possible threads, the better. 
> OrbQuest was essentially "Walk into the room, kill the occupants, go to the 
> next room." No roleplaying required. 

Brett's of the same mind as me on this.  We found GQ to be a lot of fun
because the situations presented gave the GM (me) a lot of room to
develop roleplaying.  When I GM'ed OQ, IO added a bunch of stuff, but it
always boiled down to "here's a bunch of things to kill."  It was quite a
letdown after GQ.

Even as a solo game GQ would have been very interesting because there were
a lot of situations that had as possible resolution without hacking and
slashing.  Not a majority, but enough to keep things interesting.

There are 3 MQ's I still haven't played: Security Station, Silver Dragon
and Unicorn Gold.  Of the ones I've played, DT1/2 and OQ end up being
pretty boring.  MotA is OK for a solitaire game, but in the end it's
luck rather than skill that will determine the outcome.  GQ, of course,
was great.

I have a feeling that SS is simply a death test set in a futuristic
dungeon.  It might be interesting to see how well the players adapt to
new technology, but I think that might get old fast.  How long would your
average Knight last in today's world?

Silver Dragon and Unicorn Gold seem to be a bit more involved; I'm saving
those for future PBEM games, though.

-- 
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     12 Emma G Lane, Narragansett, RI  02882 - vox 401.782.9042
Without deviation from the norm, "progress" is not possible. - FZappa

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