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Re: (TFT) Guns in TFT - A big expansion.
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> <Technically the good gunner needs mIQ for the fast reload talent...>
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> Okay so here's the rub. In dealing with Populations like say a King might
do Specialists in anything other than agriculture where some three quarters
to nine tenths of EVERYBODY is gonna have to primarily focus on just to
feed all 100% mostly... hopefully are not gonna come easy until somebody
starts futzing around with industrializing agriculture and from the looks
of it that's yet another OH $#!^ moment for this civilization thing We
simply are just awful at not only evidenced by the lack of a lasting one
but also by the ruins scattered all over the joint left by ancestors We
often can't even name... So point one is People don't pop outta thin either
to suit a mini/max mechanics build at least in the open-sandbox style I'm
offering. This allows for additional avenues of gameplay in martial and
political-economic arenas typically unsuited to tactical personal combat
systems centered on dungeon crawls if desired and points Us at point two
which are the Places the Things needed to produce a product capable of
being placed in the hands of said People are located at as one of the key
delays between the east and the west's adaption of gunpowder was the east's
natural deposits of saltpeter and the west's total lack thereof. See also
Spanish cannon in My above posting. None of which disagrees with D.B.'s
statement it just complicates it a bit. The Idea is running meta-level
aspects of campaign-play as given by gameplay from a game that models the
meta-frame aspects in ways that can provide objectified info into gameplay
and can vice versa be edited to allow gameplay to affect meta-level events
to some extent. Generally I use the Civilization PC games as a good example
of something that is capable of moderating a campaign "World" in which
gameplay isn't expected to extend outside of Cidri say. However in actual
gamerules the example World is in fact planet Earth which may as well be
Middle Earth for all intents and purposes when it comes to pointing to
where on the globe is this when zoomed in on google Earth and of course
removing modern structures and development to be replaced with in My case I
guess speculative-opera might serve to term this $#!^ anyway point is no
landmarks is generally enough to totally loose People as to where on the
planet is the gameplay environment located aka the map much less something
like reforesting it...
Pshew
All of the above addresses two different ways I use to get "resources"
located in the gameplay environment. The long story short of it in a setup
using Civilization III as a kind of computerized "GM" if I recall correctly
a "Player" would need both the Technology as well as the resource within
their "country's" influence boarders and developed or worked as well to
begin teaching the Guns Talent in the first place and as far as the extra
hours put in for Fast Loading instead of out in the fields I find those
choices... telling to say the least as far as non-combat play possibilities
are concerned. You know, constructive options for increasing power,
prestige, and position for individual People and of course profit as
opposed to those "adventuring" anarchist's that build nothing instead
bringing death and destruction as the wake of their progression and at
their most successful the sudden return of a treasure horde can dilute a
states economy so strongly it can produce shocks much less a local system
especially a frontier setup like many FRP settings for obvious reasons.
"I don't wanna build the Capital city no one should have any reason to even
try and go to in the first place before the campaign focus plays out."
I hear You, neither do I.
Thing is I've got this crazy notion that cooperative table-top RPG'ing (of
which I marked My 40th year of involvement with having gotten the white-box
D&D on My birthday which was yesterday... talk about Your comic/tragic
masks there... cringeworthy) is a medium capable of artistic expression
above its base function as a pastime entertainment but IMHO the easiest
path to these sprinkles on the ice cream of gaming are going to come from
mechanics and gameplay that plays to the particular strengths of a specific
medium most importantly the unique aspects in comparison with other mediums
and in the case of table-top RPG's it's the cooperative, creative dynamics
of play that serve to shape "story" in a way the author/director dictating
a finished story to a passive audience can not encompass that's the key
feature to focus on and combine that with the white-box reference and Me
coming from miniatures at the time and looking at My mashup of most things
Metagaming and Steve Jackson through a white-box lense leads Me to reject
the role of meta-Player/story-teller that flies in the face of cooperative
creation from Player/Persons in all respects equals at the table rounding
off more or less trivial differences suddenly in dire need of a bear patrol
for dreaded rules lawyers out to suck all the fun out of RPG's from
ceaselessly questioning the whateveritis white-box IS because a set of core
rules it AIN'T although there are indications of sections that seem to have
anticipated what a ruleset might someday look like but then the whole mess
was sold off to warner and... well call Me Leia... open sandbox means solo
play's back with bells on... or maybe I'm Guido... IDK
https://www.youtube.com/watch?v=sO-KR-14uXM
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