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Re: (TFT) Random thoughts on rpg combat systems.



Ty -

Personal question:  you're not related to a Molly Beard, are you?

-Ted



> ----- Original Message -----
> From: <srydzews@ix.netcom.com>
> To: <tft@brainiac.com>
> 
> 
>> On Fri, 31 May 2002 04:44:32 -0700 rsmith <rsmith@lightspeed.ca> wrote:
>> 
>> [many interesting things]
>> 
>> Okay, here's some random thoughts of my own in response.  I do have a
> nice, concise thought on the longbow situation, but I'll put that in another
> post, so it doesn't get lost in these musings:
>> 
>> Regarding what TFT is and should be, I'd like to say that TFT is many
> things to many people.
>> Me, I'm a wargamer at heart.  My players tend that way too.  To me, the
> storytelling is
>> secondary.  It's not trivial, but it's secondary.  The genius of TFT is
> that it has tactical
>> richness (compared to most RPG's) but with reasonable speed--which is why
> I prefer
>> it to GURPS.  GURPS adds a lot of complexity, which may or may not mean
> added 'realism'
>> or interesting game choices, but often doesn't.  (Speaking in general, not
> at GURPS specifically.)
> 
> I agree with you. I like TFT for 2 reasons. First, the tactical combat
> system outshines any other RPG -- despite its sometimes annoying flaws. In
> my games, the battles are a significant part of the story. I find that
> "roleplaying" is often overrated myself. After a long week at the office, I
> just want to kill something. I have plenty of sophisticated "richness" in my
> daily life. I like RPGs to give me an escape, just like a good Bruce or
> Arnold action flick. TFT does that admirably well.
> 
> Second, TFT is a fast game to start. A player can create a reasonably
> well-defined character in about 5 minutes. No other RPG that's worth playing
> can do this.
> 
> These two features offset the myriad of flaws in TFT in my opinion.
> 
> --Ty Beard
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