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Re: (TFT) ok im not kidding here... aka Tactics



How very true. How many of you would run into a field of battle with the thought being "Oh I have 200 health points, I can take a bullet or two before I need to find cover".

I know with Computer "RPGs", the thought process is "How much can I tank, before I 1) need healing or 2) need to fall back for healing". It is not, "OH CRAP I'M GOING TO DIE!"

Tactics in games have no real component of loss. Sure you lost 4 hours of play time, but that is the "entertainment" portion of the evening. What if, whenever your character took damage you would receive a bolt of electricity coursing through your body. The more damage taken, the large the shock. To the point of "OH CRAP we killed him". LMFAO Now we are talking real world consequences to your table top tactic actions.

Slyvnr
On 3/7/2013 12:57 PM, Jim Kundert wrote:
Sure, but good accurate tactics require more than the barest iota of
self preservation that most RPG PCs display. A significant part of
accurate tactics is denial of options, opportunity, and information.
If you can't model the fog of battle and the urge to get behind
something bullet/arrow proof then the third item becomes impossible to
attain. "He's just a piece of paper" means any opportunity seen will
be undertaken regardless of danger, and that means no options are
denied either...

Tabletop tactics and real world tactics are different critters.

On Thu, Mar 7, 2013 at 10:46 AM, Joel BoardgameRpger
<joel.siragher@gmail.com> wrote:
Tacticals have a sufficiently defined combat rule so that no gm feed
back... this is true

However,  you might be missing my point in that I think that its a fun part
of the game, and
that im looking for other games that have good tactical rules built into
them. I am a boardgamer as well as
a roleplayer. So good tactical rules in an rpg appeal to me.



On Thu, Mar 7, 2013 at 12:45 PM, Jim Kundert <gypsycomet@gmail.com> wrote:

The label is less about accurate tactics and more about the thought
processes of the players.  The Strategic/Narrative games feature
combat systems that run on the basis of telling the GM what you *want*
to do and him returning with what happens, while the Tacticals have
sufficiently defined combat rules that no GM feedback is required
unless there is a difference between what is visible to players and
reality (like traps, etc.).

On Thu, Mar 7, 2013 at 9:36 AM, Joel BoardgameRpger
<joel.siragher@gmail.com> wrote:
im quite familiar with herogames. I wouldnt call it tactical because its
missing essential zone of control elements, or what would call
engaged/disengaged in tft. Also Facing usually isnt taken seriously.
There
is a gangup bonus. but mostly its fire and forget, leaning heavily on
segmented speed/movement.  Id put RQ, and paladium in the same abstracted
box that dnd 2,3.x came out of. FGU games and Dragon quest have good
candiddates but not really an option because they are completely
unsuported. Mind you this term 'unsupported' seems to be cropping up now
adays.  they take it to mean 'just recently no longer published.'   I
consider no longer supported as in FGU and DQ havent been printed or
pushed
in 20 years. now thats a WHOLE truck load of unsupported.

I havent tried chainmail, ill have to find a copy of the rules.

MOARRR. MOOARRRR. :)


On Thu, Mar 7, 2013 at 9:57 AM, Jim Kundert <gypsycomet@gmail.com>
wrote:
Chainmail is not an RPG.  While it sits in the transitional spot from
miniatures wargames to RPGs, its direct descendent (D&D) is not a
tactical game.  TFT is the fence-sitter that directly spawned or
inspired the tactical combat RPGs.  GURPS and Hero share the dice
mechanic (3d6) and armor mechanic, but the structured options within a
turn of TFT, along with movement and facing rules that actually
matter, are what define the Tactical family of RPGs.

On Thu, Mar 7, 2013 at 6:25 AM, Geof Gibson <geofgibson@mac.com> wrote:
Don't forget the Grandaddy of TSR's games, Chainmail.
That was more tactical as it was really designed for miniatures rather
than
extended adventures.

On Mar 7, 2013, at 12:37 AM, Jim Kundert wrote:

The most well known would be Hero (aka Champions) and 3+ D&D, but the
semi-tactical combat of Runequest (and all of the rest of the BRP
family, including Call of Cthulhu) also owes something to TFT. The
first ed of Runequest even said so in the credits.  Some other more
obscure games may also be in the tactical RPG family tree, but quite
a
few have gone the way of the Dodo.

Compare those to the Strategics and Narratives, including all of
TSR's
D&D and other games, quite a lot of FGU's stable, White Wolf, Ars
Magica, and amusingly, Palladium, which has somewhat rigorous
movement
rules but includes so many exceptions and scale blow-outs that combat
is almost always narrative instead.

The divide also broadly coincides with the Player Ascendent vs GM
Ascendent phenomenon, though the match is not perfect.

On Wed, Mar 6, 2013 at 9:26 PM, Joel BoardgameRpger
<joel.siragher@gmail.com> wrote:
jim besides gurps and tft, what other games would you consider
strongly
tactical.



On Wed, Mar 6, 2013 at 2:48 PM, Brett Slocum <
brett.slocum@gmail.com>
wrote:
Microlite 20 is not based on TFT. Its a very light d20-based
system.
On Mar 6, 2013 1:26 PM, "Jim Kundert" <gypsycomet@gmail.com>
wrote:
Which is ironic since TFT is the grand-daddy of the strongly
tactical
RPG combat engines.

On Wed, Mar 6, 2013 at 9:51 AM, Geof Gibson <geofgibson@mac.com>
wrote:
In my experience with RPGs, and this system appears to be no
exception,
movement is very abstracted and subject to the whim of the DM/GM
as
to
how
long it takes to get there.
The only aspects of movement with any regulation is in regards to
using
DX to
determine initiative.
Other than that it is usually common sense.  The DM isn't going
to
let
a
human
run away from a dragon, even if he's Jesse Owens.

On Mar 6, 2013, at 10:41 AM, Joel BoardgameRpger wrote:

Im not sure. It might be in the second volumn which i downloaded
yesterday.

On Wed, Mar 6, 2013 at 11:23 AM, Cris Fuhrman <
fuhrmanator@gmail.com>
wrote:
I couldn't find base rules about movement. Is it totally
abstracted?
On Tue, Mar 5, 2013 at 4:51 PM, Joel BoardgameRpger <
joel.siragher@gmail.com
wrote:
ok im not kidding here... This is 1080 pages of 3 stat game.

I downloaded it, read about 130 pages and it looks good.



http://blog.retroroleplaying.com/2012/02/microlite20-rpg-collection-2012-edit
ion.html
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