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RE: (TFT) TFT and Runequest
RQ's combat system was neat and doubtlessly "realistic" (the SCA background
of the authors helped there), but it was overly fussy for my tastes. Also,
it lacked a decent maneuver system (as did almost every game besides TFT,
GURPS and d20). It was pretty easy to get maimed as well -- I recall a
drawing our GM made of our veteran RQ party. Six characters, ten legs and
eight arms!
I prefer TFT's combat system, but would play RQ in lieu of GURPS. I also
didn't like the fact that everyone had magic -- even the village idiot
according to a book of pregenerated NPCs I had!
That said, RQ was state of the art in 1978 and still is today. The Avalon
Hill version was very good as well, IMHO. A thoughtful, classy, genuine
roleplaying classic, in this day and age of overwrought, pretentious
munchkin games that "masquerade" as thoughtful and sophisticated. In case
anyone is unclear, I am talking about the White Wolf claptrap...
--Ty
> -----Original Message-----
> From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
> Tasonis, Greg
> Sent: Tuesday, August 20, 2002 10:53 AM
> To: 'tft@brainiac.com'
> Subject: (TFT) TFT and Runequest
>
>
> My initial foray into RPG's was "the white box" D&D...followed closely
> behind by
> Greyhawk, Blackmoor then the first edition Player's Handbook and DM guide.
> We pretty much abandoned D&D for TFT when it came out. The only other game
> we enjoyed was Runequest...or more accurately, the combat system from
> Runequest.
> The magic system didn't seem very playable.
>
> Did anyone else enjoy Runequest's combat system or just consider it overly
> complicated?
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