I offer up my most humble opinion on this subject, fully realizing
that everyone has a different "style" of play and no "one" way is
the correct way.
But......
I'll never forget my first game of Traveler way back in the late
seventies. A friend of mine invited me over to play this (at the
time) very popular space themed RPG. He loaned me the books, I read
up on the rules and created a cool character. I was really looking
forward to it.
Then we started playing. The first three hours was all about how
much cargo could we carry and how big a ship we needed and how far
could we go to get the maximum yield for our investment. Some math
nerd whipped out a calculator and started doing algebra, and two
players got into an argument with the referee trying to prove that
their interpretation of the economics rules were correct.
Gone were the visions of daring deeds and epic space battles ala
Star Wars. I feigned a headache, thanked the referee, and left
early. Much to my probable detriment I never gave Traveler another
chance. It was b.o.r.i.n.g.
Maybe I was lucky but the first time I played TFT the referee did
not whip out the economics tables. We didn't care that the Wizards
guild would hire out an apprentice for $50 a week for a Wizard of IQ
9 or other such nonsense. Instead we played a cool adventure. I was
a human fighter with a sword. I was mauled by bears. It was fun.
I've been playing TFT ever since.
The point of this story is that in all honesty I, in over 30 years
of playing TFT, have never even read through the economic rules more
than a casual glance. IMHO they appear to be dry, counter productive
to both creativity and what the game is, at heart, all about. They
are simply not needed. I've often wondered why they were even put in
there in the first place. (Most likely because they were trying for
a complete RPG package and felt like they had to pad the rules out a
bit. They were competing with D&D at the time after all.) And, for
what it's worth, let me point out that Steve Jackson didn't even
write the economics rules. As he mentions 75% were done by a
playtester named Draper Kauffman, Jr.
The same can be said for other elements of ITL. I don't really use,
nor rely on, the random stocking tables, trap tables, guilds, weight
carried and I especially don't use Prootwaddles.
So, my personal style of playing TFT is probably summed up by
Shakespeare: "The play's the thing". For me the economics rules
don't "fit" into my style of playing TFT. If it did I might give
Traveler another chance.
One last thing and I'll cease my ramble. In the market today there
are RPGs - and there are board games. TFT is unique. It is, at the
same time, both an RPG - and a board game. The rules are like
Heroscape, or Castle Ravenloft, or some other current miniature
combat game. The difference between TFT and these games is that, in
RPG fashion, I can create my own characters with TFT, have input
into who and what he or she is. Those other games give you set, pre-
generated characters.
Why this matters is that it might explain the wide set of
differences we all share. It all depends on your point of reference.
Do you look at and play TFT as an RPG with miniature combat rules;
or do you see it as a miniature combat game with RPG elements? Or do
you, as I see it, play it as a unique hybrid of both?
I'll shut up now.
Cheers!
David O. Miller
www.meleewizards.com
On Sep 9, 2011, at 1:33 AM, PvK wrote:
I played TFT for years and no one did a statistical analysis to
discover that people got attributes too quickly then.
I bet Metagaming didn't figure that out, or care, or intend it to
be that way.
The NPC's in the existing published products seem to me to be the
best guide as to what non-player attribute levels were intended to
be like. I.e. they are the most accurate data if we wanted to do
the calculus to improve the job table so it would tend to
statistically give the "right" attribute levels.
Or we could just do what we always did and "GM discretion it".
Mundane job retirees are not generally 50+ point characters.
Maybe a PC gets the chances he gets to advance fairly quickly,
because he has the spirit of an adventurer, and approaches life
differently, or is just gifted, or whatever.
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