From: K Peterson <krpeterson1@yahoo.com>
Subject: Re: (TFT) Long Term Play
To: "tft@brainiac.com" <tft@brainiac.com>
Date: Thursday, September 8, 2011, 9:48 AM
Thats if you keep going. The
problem with the current job rules and aging
rules is that it makes sense to retire after >your first
or second adventure
and just reap in the benefits of normal jobs.... perhaps a
subtle social
commentary?
I normally avoid 'monkeying' with a rules system until I've
had a
chance to play it and get a feel for it. But, if there's
near-equal incentive
to get a job to advance as there is to adventure... well,
that'll provoke me
to make a house rule change. I think there needs to be
motivation to get out
and explore a fantasy world; not spend in-game weeks
playing Career and
Paychecks, the rpg. ;)
A good way to fix that, if you're having this
problem, is to vastly increase the stakes- make adventuring
MUCH
more
profitable than regular jobs, give fairly large XP bonuses,
and so on....
it'll make regular work seem less >worthwhile, but just
like the overpowered
jobs, it will result in quickly reaching high levels....
see below for how to
have a lower key game without the normal problems with
jobs...
I'd be more
inclined to go the other direction and understate job
profitability than boost
return on adventuring. I could see taking a page from GURPS
and pulling
experience gain out of jobs altogether. Have Job Table
crits provide increased
income, and fumbles indicate a lost job or minor injury.
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