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Re: (TFT) Converting Dungeons and Droolers...
Joe Hartley wrote:
> The one other point I forgot to mention is that I *like* the board-gaming
> aspect of Melee/Wizard. It, for me, makes the combat situations more
> concrete. I try not to make the situations straight slugfests, but when
> combat's called for, it makes it easy to run so we can get on with the
> rest of the game.
Oh, I couldn't agree more! I was introduced to TFT through Melee and Wizard
(and I assume that many of you were, as well), and I still enjoy that aspect.
Well, actually, I was introduced to TFT through Treasure of the Silver Dragon,
which I got (along with Artifact) for my birthday in '80 (I think) - my mother
didn't read the bit on the back that said it needed Melee and/or Wizard to
play. She offered to take it back, but *thankfully* the cover and the back
copy intrigued me, so I kept it (and wrote my own trivial combat rules, so I
could play it until I bought Melee).
The fact that TFT can be played as a purely tactical boardgame as well as a
RPG is a definite strength. And I'm *still* trying to get my older brother
to install Cyberboard so I can kick his butt all over the Melee map....
I'm still hoping to scrape up some time to make a version of Warhammer
Quest using TFT rules. However, my 3 month old son consumes just about all
of my free time, so unless I write it during my lunch hour, it's not going
to happen.
The only drawback to having a complete board-game as the combat system for
a RPG is that it can limit the role-playing aspects. I can't remember any
TFT combat that was played out on a hex grid where swashbuckling-style
stunts were pulled - no swinging from a chandalier to cross the room, no
throwing a dagger to pin someone's sleeve to the wall, or that kind of thing.
Ok, this was kind of disjointed, but I'm supposed to be "adding value" to
the company right now, not discussing RPG's....
Tony Merlock
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