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Re: (TFT) Streets of fire as the module a nice integration, but Archery/Missles/aimed shots



Very good post. I actually understood this one :)

I agree with both you and Raito.
I suppose thats why the streets of fire module seems to be rather easy:
because the players are doing 3 fights back to back.

I agree about the nerfing thing. I saw kung fu hustle.


 Your right. Its not DND, but it is...

did you hear the one about the gamers, one holding a bar of chocolate
sweetness bumping itno the guy with peanut butter.

Hey you got RPG on my Strategy man to man hex based game...

oh yeah??? you got Str-M2M- on my RPG.

:) Its a great strategy man to man RPG. I cant say that about any other rpg.

Except maybe hero games... an exploded rock paper scissory TFTesque
rockemsocken fest. Well at least the big blue book version was.


On Fri, May 18, 2012 at 8:37 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote:

> On Fri, May 18, 2012 at 11:36 AM, Joel BoardgameRpger wrote:
>
>
> >
> > The question is If I nerf the deadlyness of the game is it still TFT.  Im
> > not talking about nerving the option rules. they are just optional.
> >
> >
> Yeah... TFT is a strange bird.
> I've termed it a "stillborn" system before.
> I don't mean it as an insult but rather as an observation of its
> "development" when compared to that of other systems around at the time
> such as D&D or Traveler.
> It's also my opinion that TFT had some supplemental material planed for
> future release that never saw the light of day.
>
> "IN THE LABYRINTH may be played two ways. It is
> possible for a GM to design a small tunnel complex in a couple
> of hours; then, the players sit down, develop new characters,
> and begin play. At the end of the evening, the survivors with
> the most loot and experience are the winners.
> More challenging is the "campaign game." In such a game,
> the GM is likely to spend much more time to create a detailed
> world. There may be dozens of players, not all of whom
> will be active at any given time. Play is not terminated after
> one session; rather, the game goes on indefinitely. Months and
> years pass in the fantasy world at a rate chosen by the players,
> while characters adventure, gain experience, age, make alliances,
> work at their jobs, intrigue against one another . . .
> whatever the players want. Labyrinth adventures are conducted
> at intervals by the GM, and the players spend the interim
> planning and negotiating. Several GMs (some of whom may
> also be players) can co-operate on a large campaign."
>
> The idea seems to be simple game mechanics to handle the typical dungeon
> crawl so that "house rules" could focus more on individual campaigns.
> ITL goes on to state;
>
> "THE FANTASY TRIP is a game system designed for the
> lover of heroic fantasy: "swords and sorcery," Merrie England
> in the days of Arthur, the swashbuckling Renaissance ... pasts
> that never were, or futures that may well be yet to come. It
> was intended to turn any story into a game (or to let any
> gamer create his own stories) - just as long as the subject was
> a little larger than life. Strong arms, quick wits, mystic secrets,
> beautiful women and dashing men ... this is THE FANTASY
> TRIP."
>
> In other words its meant as a generic, universal... yada yada yada it just
> didn't get the developmental support.
> Ergo there are kernels of ideas in the books that require development (aka
> home rules) to flesh out in a playable format for campaign purposes.
> I'm currently working on a post on sieges which are implied in the Talents
> list but not well described in game mechanics.
> To try and quantify a given materials resistance to damage (quantified in
> ST) I use a term I call the materials "passive" ST or pST.
>
> "ENGINEER (2). Ability to build, maintain, and effectively use all
> "siege engines" and large weapons of war, including the ballista,
> trebuchet, catapult, bombard, siege tower, battering ram, etc.
> Ability to detect a mining operation against a castle."
>
> Something is necessary to describe siege engines in terms of the damage
> they do against a given wall if Engineer is in play I'd think.
> I wouldn't call pST a nerf as a stand alone concept but if a bunch of "home
> rules" campaign stuff gets added all together it's hard to call it straight
> TFT.
> Where the exact tipping point into nerf is reached is pretty murky in TFT
> and depends a lot on subjective taste when talking about campaign mode.
> Things are a bit more cut and dry when looking at the dungeon crawl mode I
> think.
> I don't think that a modification like nerfing the fatality level of melee
> combat damage necessarily wrecks the system as a whole but I'd consider it
> carefully.
> Ever see Kung Fu Hustle?
> That combat has a particular flavor to it that requires some "adjustments"
> to damage but it's one thing to up the auntie like that in a movie.
> It didn't take long to get to the credits once "flying Palm" got busted out
> in the movie but once a game organizational director gives it to a players
> Figure it's loose in a campaign.
> What happens to the castle walls then?
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