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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
129 Petta. Lake Rd, Saunderstown, RI 02874 - vox 401.338.9214 Without
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