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RE: (TFT) Is it an RPG or really a Tactical RPG? - Rick Weighs in.



This is a very good point. Having played D&D for a few years, frankly, I too
got tired of the class system. It seems way too artificial and very
restrictive. The whole Chaotic/Lawful/Neutral, Good/Evil/Neutral thing got
old too. Tunnels & Trolls has a class system too, but it is much more
relaxed than D&D. Both T&T and TFT lend themselves to much more creative
gaming as they are much less structured, as RPGs, than other systems.

Personally, I've settled on a handful of RPGs. Some are old like TFT and T&T
(I'll include Dark City's games in here too) while others are new like
Hollow Earth Expedition, Feng Shui and Savage Worlds. The element they have
in common is their systems foster creativity on the part of the players and
GMs. Players are encouraged to think for themselves rather than look up
rules in endless supplements.


 
Ray Rangel
ray.rangel@cox.net
http://xraysvision.blogspot.com/

> -----Original Message-----
> From: tft-admin@brainiac.com [mailto:tft-admin@brainiac.com] On Behalf
> Of pvk@oz.net
> Sent: Saturday, April 26, 2008 4:00 PM
> To: tft@brainiac.com
> Subject: RE: (TFT) Is it an RPG or really a Tactical RPG? - Rick Weighs
> in.
> 
> Another point I'd add is that I think TFT has a large advantage for
> role-playing purposes over class-based RPG's such as D&D, in that it
> _doesn't_ have artificial classes defining who a person "is" - "Hi, I'm
> a
> Chaotic/Good Level 17 Monk/Ranger, so I can't wear chainmail and bla bla
> bla...". I guess one can argue that _some_ players enjoy and/or need
> stereotypes, but not I.
> 
> PvK
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