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RE: (TFT) Bell Curve



Joe,

I've had this request several times, but do you have instructions to how to
use the game boxes?
 

-----Original Message-----
From: tft-admin@brainiac.com [mailto:tft-admin@brainiac.com] On Behalf Of
Joe Hartley
Sent: Sunday, January 25, 2009 14:57
To: tft@brainiac.com
Subject: Re: (TFT) Bell Curve

On Sun, 25 Jan 2009 12:04:28 -0600
"Kirk Woller" <kwoller@satx.rr.com> wrote:

> I read this on the list and just had to give it a hearty hi-ho.  This 
> is exactly right (relatively simple nature of the play and 6 sided dice).
          .  .  . 
> TFT always struck me as having that great balance between detail and 
> abstraction that made how your character was designed and what he did 
> mean something, but without having to worry about nit-picky details 
> that might get in the way of a story-telling or even a combat.  D&D 
> fails primarily in the use of flat "curves" and irrelevant stats, and 
> GURPS in its round the table play with 2 second turns and too much detail.
> 
> 3 6-sided dice added together gives that "just right" feel.  Shifting 
> the entire curve back and forth across the x-axis a bit with small 
> additions or subtractions completes the variations needed.
          .   .   .
> Trying to "fix" TFT can quickly lead to the same disappointing results,
IMO.
> Why not leave the system alone, find a way to make it available to as 
> many as possible, and concentrate on creating and playing great
adventures?

This.

It's one of the reasons I've enjoyed the Dark City games.  They use a very
TFT-ish set of rules with some variations which I think work well.

That reminds me, there are a few DCG games I haven't gotten yet, and I know
there's a few I was going to do Cyberboard gameboxes for.

"So much time and so little to do. Wait a minute. Strike that. 
Reverse it."
    - W. Wonka

--
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       Joe Hartley - UNIX/network Consultant - jh@brainiac.com
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