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Re: (TFT) Simplified experience.
DMG had some stuff worked up called Wisdom Tricks back in the day. A myriad
of little ways to gain exp, time in play, learn by do, by fail, by
observation, osmosis, shared, damage inflicted, kills, etc. I've set up
Downtime Tricks such that a scholar who leaves play with their Figure in
the Library gains exp from study and similar so non-combat Figures can be
run "part-time" by Players unable to commit to all play sessions and could
even provide play information remotely if such suits. Exp for non-combat
helps balance that and maxing a Figure statistically takes lots of strict
scheduling of training and workouts such that a 30,30,30 is likely close to
maxed out maintaining such and atrophies quickly on the ends of the human
norm scale which also helps and leaves the occasional m&m, cookie, or
brownie exp treat for notable play and the oddball situation judgement call
rather than english class different teachers different grades same paper.
On Thu, Aug 15, 2013 at 8:34 AM, PvK <pvk@oz.net> wrote:
> The main difference I think needs consideration, apart from your goal of
> less record-keeping, is that the GURPSy system is based on play sessions,
> which don't necessarily map to what happened in those sessions, unlike TFT
> where it's mainly based on actual game events. Character skill development
> can become much more based on the GM and how the RP sessions went. For
> example, one GM would hardly give out any points at all, while another GM
> was giving out maximum points per play session for great role-playing, even
> though what the characters were doing was mostly just socializing mainly
> with each other, which WAS very good roleplaying, but was resulting in
> those characters becoming stronger, more agile, smarter, better in their
> skills, because their players had plaid them in-character in amusing and/or
> interesting ways, which fits incentive-to-roleplay thinking, but is totally
> illogical for in-world cause-and-effect making sense, and led to quick
> character ability inflation in !
> terms of game-time.
>
> --- rsmith@lightspeed.ca wrote:
>
> Hi David,
> I've been tempted to do a Gurps style experience
> system. You get 1 point per session or a couple if
> you did well. Then...
>
> Attribute Points needed
> Total To advance:
>
> 30 to 34 3
> 35 to 39 6
> 40 to 44 12
> 45 to 49 24, etc.
>
> The reason I go with 3 (rather than 2 or 4) is that
> the superscripts in my campaign cost 1/3 of an
> attribute which works well.
>
> This system would eliminate the whole, constant exp
> paperwork in TFT.
>
> Warm regards, Rick.
>
> On Wed, 2013-14-08 at 16:01 -0400, David O. Miller wrote:
> > Hmm I sometimes wonder if all of us play the same game. TFT combat is
> extremely deadly and most the time I ran it a players character was very
> lucky to survive to the end of a multi session scenario. It did happen
> though, which gave the scenario consistency. And those characters became
> very memorable characters in all players eyes. But most characters were
> fodder. Because of that I rarely saw anyone gain enough experience to
> really advance.
> >
> > In fact (as shocking as this is to the purist amongst us) we stopped
> bothering with experience after a while. It was too too much like
> bookkeeping and really not very much fun.
> >
> > So in a sense all of our games were like the "start of TFT campaigns".
> And it was great fun to watch characters succeed against seemingly
> insurmountable odds. Sort of like "most" fantasy books I've read.
> >
> > If I wanted characters with tons of experience and almost impossible to
> kill I would have played D&D.
> >
> > Of course I was also know by some of my players as the "Deatharee"
> instead of the "Referee" .
> >
> > David
> > __________________________________________
> > David O. Miller
> > Miller Design/Illustration
> > www.davidomiller.com
> >
> >
> >
> > On Aug 14, 2013, at 2:32 PM, Joey Beutel <mejobo@comcast.net> wrote:
> >
> > > Thats part of why I've always liked the "start" of TFT campaigns, or
> campaigns where gaining XP is relatively slow...
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