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Re: (TFT) Avalon Hill's "Down with the King".



It was fun as a multi-player game -- your fortunes could fluctuate quite a 
bit in a relatively short time, and you were almost never out of the game b
efore the end -- and when you added in the "extra" prestige tables that got
 published in the Avalon Hill General, it actually became quite a bit more 
fun.
But yes, we mostly mined it for ideas for other games, one of which was the
 "extra" downtime activities for TFT....  ;-)

      From: Rick Smith <rick_ww@lightspeed.ca>
 To: tft@brainiac.com 
 Sent: Tuesday, September 1, 2015 6:18 PM
 Subject: (TFT) Avalon Hill's "Down with the King".
   
Down with the King!

I liked the design of that game, a shame that it took so long.  I thin
k i still
own it, but basically it was not as fun per hour as other games so it has
not been pulled out for ages.

Warm regards, Rick.


On 2015-09-01, at 12:57 PM, Jeffrey Vandine wrote:
> Another option would be to expand the possibilities available to the othe
r 
> players while the injured ones healed.  We did this by reworki
ng the o
> ld "Down With the King" prestige tables into "downtime activity tables."
Â
>  Players could choose to roll on them instead of acquiring a job or 
cond
> ucting training (we got the idea originally from the old "Swashbuckler" g
am
> e, where characters could choose different down-time activities and ran r
is
> ks and got rewards depending to a certain amount of luck, and really like
d 
> the various prestige tables that DWTK had to provide more activities).��
>  Optionally, if the character opted for something like "attend a roy
al b
> all" (which they needed to have an invitation for), then the players (oft
en
> ,even the injured ones) could role-play that as an activity instead of go
in
> g adventuring.  It gave lots of opportunities for intrigue, du
els and 
> other sorts of chicanery from time to time.
>      From: David Bofinger <bofinger.david@gmail.com>
> To: tft@brainiac.com 
> Sent: Tuesday, September 1, 2015 6:49 AM
> Subject: Re: (TFT) New file on Healing Spells in TFT.
> 
> Rick,
> 
> A minor issue with the healing rules:
> 
>> 
> â•— â•—
> If this spell is cast on a figure within 5 minutes of that person being
> wounded,
>> 
> â•— â•—
> this spell
> â•— â•—
> will heal 2 extra points of damage.
> 
> It's ambiguous whether this happens instantly, or over the course of two
> days.
> 
> ---
> 
>> To allow some low IQ and very high IQ spells to be entered into the spel
l
> list.
> 
> I once wrote up IQ 7 spells like
> â•—"
> 1-Hex
> â•— â•—
> Mist
> â•—"â•—
> and
> â•—"â•—
> Summon Rats
> â•—"â•—
> for prootwaddle wizards.
> 
> ---
> 
> More seriously, philosophical issues:
> 
> It seems lo me that the TFT paradigm is something like
> * everyone goes out and has an adventure
> * one or more is severely wounded
> * everyone retreats to a safe place
> * the wounded member(s) are then tied up at home for a considerable perio
d,
> perhaps weeks.
> * the other members of the party have various choices at this point
> (adventure with a replacement character, adventure without, get a job,
> etc.) but none of them is ideal
> (These issues can be solved by healing potions but that's usually
> economically infeasible.)
> 
> It seems to me that the main purpose of introducing healing magic should 
be
> to change this paradigm to something that players and GMs think is better
> (more entertaining, more adaptable to telling stories, whatever). In his
> healing rules, Rick writes:
> 
>> 
> â•— â•—
> To speed healing after combat and allow slightly wounded figures to keep 
on
> adventuring
> 
> The actual impact of Rick's healing rules would seem to be to change the
> paradigm in quite a modest way: the period for which wounded characters a
re
> tied up is reduced. How much depends on wizard IQ but typically it might 
be
> halved.
> â•— â•—
> It doesn't really help people to keep going, except perhaps at IQ 19.
> 
> Now there's probably someone who thinks this is a really important change
> that makes the game much better. But it's not obvious to me why. Rather, 
it
> seems like the roleplaying issues are much the same as before.
> â•— â•—
> Players still need top think about "What will we do while Tritum recovers
> from his injuries?"
> 
> I'm not sure what paradigm I'd prefer but this one leaves me wondering wh
y.
> They aren't bad rules, but
> I think, tentatively, that
> â•— â•—
> they're a solution looking for a problem.
> â•— I don't really know what Rick's trying to do her
e.â•—
> 
> 
> --
> David
> 
> 
> 
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> 
> 
> 
> 
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> 


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