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(TFT) Your game: PLAYTESTER



DMG writes:
>
>    I am willing to send you the material, if it will help you 
>come out with a competing product.  And you don't let the 
>material out.  Let me know if this is acceptable to you.  In 
>the mean time, here is the information I'm sending the Play-
>testers with the hard copy of the NDA.  This little blurb 
>gives away most of the "secrets".
>
>AGENDA
>
>     First of three.  ONE ON ONE is a fight game in the tradition 
>of Melee.  With a major differance.  A characters damage is taken 
>from the same dice rolled to score the hit.  Roll 3D vs. DX to hit.
>A character using a broadsword gets to choose the highest two dice 
>for damage.  This makes the game faster than Melee.  Fewer dice 
>are rolled to cover the same ground.  This isn't the only advance-
>ment made to fighting systems.
>     Attacks are opposed by one's opponent.  Both players roll 
>their attack at the same time.  Who ever roll the highest and 
>scores a hit, wins.  They get to do damage.  The other players 
>attack was swallowed up.  Say two characters with shortswords 
>are going at it.  Red rolls a 10 vs. his DX 12 and Blue rolls 
>an 11 vs his DX 12.  Blue hits and does damage.  Red does not.
>     This is a radical new concept called opposed resolution.  

This is an interesting idea.  What happens in the event of a 
tie?  Say Red rolls a 1,5,6 and Blue rolls a 4,4,4?  Does Red
win because he has the higher sum of Damage?

>Here are some of the more interesting highlights.
>     Attacking someone from behind is not a bonus to DX, it is 
>just unopposed.  A character only has to roll enough dice to 
>cover the damage of their weapon.  So attacking someone from 
>behind with a broadsword can be done on 2D vs. DX.

What about Missile Weapons?  With such a system, Missile 
Weapons can only work if they are opposed in some fashion
(tgt size vs range in some way).

>     This system is amazingly self limiting.  Simplier than 
>Melee.  And, believe it or not, faster.  Just wait till you 
>see the movement system!

Im sure its faster, but surely there is some kind of auto-
correlation between hitting a target and damaging it.  Im 
not sure this is a good idea, I'll have to give it some more 
cogitation.

>     If you are interested in getting a free copy of this 
>system.  Just send me an e-mail with PLAYTESTER in the subject 
>heading.  I will send you legal contract for a non-disclosure 
>aggrement.  This means you promise not to give away any of my 
>design secrets, and that you won't use the same to compete 
>against me.  I'm afraid this is a neccessary evil.  If you are 
>working on a game of your own, It may be best if you wait and 
>just buy the published version.  Otherwise, drop me a line.

I'd love to provide whatever playtesting assistance I could to
your system.  I don't have much contact with local gaming groups
though, so any playtesting would have to be done on a solo basis.
I'll leave the decision to you.  I will tell you that Im working 
on an FRPG (isn't everyone?), but it is skill based instead of 
attribute based.  A player's experience goes into increasing 
their skill with various weapons instead of increasing their 
attributes.  I feel this system is different enough from yours 
that there won't be much chance for cross-pollination.

Dan  
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