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Re: (TFT) Is it an RPG or really a Tactical RPG? - Rick Weighs in.
In a message dated 4/26/2008 4:12:04 PM Central Daylight Time,
azog@bellsouth.net writes:
> However, I like a deadly combat system because it gives the players a
> sense of accomplishment if they have a character who they have played
> well, and who has managed to survive the perils and pitfalls of a
> fantasy world.
This is another mileage varies thing. As I see it there are three ways a
character can survive combat:
1. The character got lucky. But getting lucky doesn't give me any sense of
accomplishment.
2. The player worked real hard to keep the character alive. This is where
mileage varies: For me, this gives a sense of accomplishment but not enough to
make up for the work required
3. The character is Just That Damn Good. In this case combat isn't deadly *to
the character* even though it would be deadly to other characters in the
gameworld. I can see how this would provide a poor and unsatisfactory sense of
"accomplishment" for some gamers - but it's just the sort of satisfaction I seek
out of a role-playing game.
Maybe I should put it this way: There's a sense of accomplishment in winning
e.g. a chess game against an evenly-matched opponent. But this sense of
accomplishment is simply not on the table when I play TFT or any other RPG. It's not
what I play rpg's for - I seek a different source of satisfaction than the thr
ill of a hard-earned victory.
(This point came up on another forum a while back: Some gamers don't see a
difference between the PCs winning because they simply outclass a weak but
well-played opposition, and the PCs winning because the GM plays a strong opposing
force stupidly. Other gamers (like me) see a big big difference: The first
sort is a cheap but honest victory, while the second is a cheat and a harrowing
experience to boot.)
====
(I also note a certain "elitist GM" attitude in your phrasing that you may
not intend. Did you mean to to say "I like a deadly combat system as a player,
because it gives players like me a real and authentic sense of
accomplishment..." or "I like a deadly combat system as a GM, because it gives the players
subjected to it a virtuously authentic sense of accomplishment..."?)
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