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Re: (TFT) Action Report - DCG's "The Dark Vale"; also rules comments



Interesting, thanks for the detailed post.

I've found that a lot of the exploitable loopholes you discuss can be "closed" by using Melee instead of Advanced Melee and by not using Into the Labyrinth. The Talents are what cause a lot of those loopholes. There's also a major exploitation that you didn't mention: charging pole weapons going first in a turn. That doesn't happen in regular Melee, and it really kills programmed adventures if the opponents don't also have pole weapons. 

I would suggest using Melee, Wizard, and the skill system from Legends of the Ancient World. This is what I do with the Dark City Games modules and it works like a charm. Favorite rules or weapons from Advanced Melee or Advanced Wizard can be introduced piece by piece (like the Light spell, for example, or the one-handed spear), but make it clear with everyone involved that the base rules set is Melee and I think you'll find the adventures more challenging for players and easier to run for referees (I don't know about the Dark Vale, but some skill-heavy adventures are fairly difficult to convert on the fly to ITL's talent system). 

The final advantage of playing this way is you can move back and forth between Dark City Games adventures and Microquests. Most of the Microquests are already written in such a way that you can play them without ITL. So you use your skills from Legends of the Ancient World when playing DCG adventures, but you drop the skills while playing Microquests.

--- On Mon, 2/1/10, Mark Tapley <mtapley@swri.edu> wrote:
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