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Re: (TFT) Man To Man & GURPS - was Re: (TFT) The return of Ogre - Rick did something silly.



I never played a system that didn't break down with demi-god characters.
 Frankly, the real world doesn't do a great job of regulating the
super-powerful.  TSR attempted to address it, absurdly, with the Dungeons &
Dragons Master Rules and Dungeons & Dragons Immortals Rules.  I think that
compelled apotheosis is probably the only real cure.


On Wed, Jul 30, 2014 at 11:15 PM, gem6868 <gem6868@verizon.net> wrote:

> I actually have GURPS buried somewhere.
> I guess the value is that you played for several years a game that cost
> nearly nothing and had limited parameters.  Ultimately, you were going to
> break the system with playing it to the max.
>
> I probably am just fine with the basic versions for now, as it's really
> "The Nostalgia Trip" for me.  Eventually I may tinker with Advanced, or
> just use it as a basic combat game with the two where I set parameters for
> people to play it out in games I throw.
>
> Thanks for the comments tho', all very helpful!
>
> -----Original Message----- From: Peter von Kleinsmid
> Sent: Wednesday, July 30, 2014 8:57 PM
> To: tft@brainiac.com
> Subject: (TFT) Man To Man & GURPS - was Re: (TFT) The return of Ogre -
> Rick did something silly.
>
>
> Gamers all have different tastes, and those of us who subscribe to
> this email list all like and are still interested in TFT. I'm one of
> the few who also really likes GURPS and actually prefers it in many
> ways, so I'll chime in on the question of whether Man To Man is an
> improvement.
>
> When Man To Man first came out, my friends and I who had played TFT
> for several years were getting dissatisfied with it because we knew
> it so well that it seemed too familiar and gamey and predictable for
> our personal tastes. And the characters we had who'd survived years
> of play were breaking some of the system - one guy had enough armor,
> DX and damage than many people had little chance of hurting him, and
> another would drill people in the head with a crossbow almost always,
> etc. So we were making some heavy house rules, really designing a new
> game, to provide what we thought we wanted at that point, and that
> stalled our games and was taking a lot of time and making something
> very unplayable.
>
> Man To Man was almost perfect for us. It provided almost everything
> we wanted, and felt close to TFT, though it was just melee and no
> mental abilities or anything. It was the first draft of GURPS combat,
> and isn't all that far off from later editions of GURPS combat, but
> it did put all the combat rules in one place. It had active defenses,
> a good variety of different equipment effects and tactics, and had
> much more chaotic and unpredictable combats. It was quite a few more
> years before I started feeling the desire to add house rules to
> GURPS. And, the latest version of GURPS actually included a number of
> my house rules, without making it more complex in those ways (though
> they did make the books very long and complex by adding almost every
> possible thing from every worldbook, more or less).
>
> So for players who are into the detail of combat, it's great, but few
> besides me who have those tastes are still hanging out on the TFT
> email list. ;-)
>
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