Yea, I wasn’t referring to you Neal.
__________________________________________ David O. Miller Miller Design/Illustration
Well, that would be completely the opposite, wouldn't it? :) Neil Gilmore raito@raito.comI don't think he was responding to your game per se -- he was just expressing the belief that a lot of what Steve has changed seems to be influenced by what Dark City Games did.
From: "raito@raito.com" <raito@raito.com> To: tft@brainiac.com Sent: Tuesday, June 12, 2018 12:29 PM Subject: Re: Steve Jackson - major change to TFT.
I, and my campaign, predate Dark City by decades.
Neil Gilmore raito@raito.com
Uh, this seems to be heavily influenced by Dark City Games mechanics. __________________________________________ David O. Miller Miller Design/Illustration www.davidomiller.com <http://www.davidomiller.com/>
On Jun 12, 2018, at 10:26 AM, raito@raito.com wrote:
Hi everyone,
Ultimately, the rules are whatever the GM wants. But I wonder that perceived 'problems' this solves. I can guess at some of them. And you long-time readers will already know my opinions. They haven't changed.
1. Monty Hall/Haul There's not a problem is characters don't get obscene attribute numbers. And you only get obscene attribute numbers if the GM hands out XP like candy.
2. Playing the sheet rather than the character. There's an awful lot of players out there who seem to want extremely minute detail on what their character is capable of, mostly so they can min/max everything. This runs counter to any idea that a campaign or even a single adventure is a story. Remember that the literary double-0 agents were all min/maxers who were so conservative that they lived, but were dull. The only reason Bond got anywhere was that he was reckless.
3. Not playing with the full set of rules. There's already mechanisms to keep characters from becoming obscene. Combat and aging.
4. Having to keep track of who killed what. Not a problem for me. But then, I also use the detailed shield and armour degradation rules, and keep track of encumberance.
Now on to opinion.
These rules, if I cared to use them, would completely destroy my campaign. Part of the point is that once characters get personally powerful enough, they really should consider not exposing themselves in petty combat and instead build up a base of temporal power. I don't care how many points you have, you're not really going to defeat an army. Far, far better to grab the reins of power and multiply it by how many followers you can attract. Besides, one of the basic tenets of TFT is that any character can try anything. Choose and attribute and number of dice, and have at it!
Years ago here, I recall calculating attributes for characters who just had jobs. They got pretty powerful, but ultimately died off. Adding adventuring doesn't really skew things, except at younger ages. The XP from combat isn't that much in the scheme of things, and the disincentive of being killed is one of the charms of TFT. How many combats does it take to gain all those points? More than you can run...
I've always been a fan of TFT as a sort of less-is-more approach to roleplaying. Your sheet doesn't have much. 3 basic attributes, MA, Spells and Talents. Race. And that's about it for the character himself. And even Spells and Talents only amount to a handful. Are there really IQ60 figures around who know everything? Not in my game.
As for Mana, again, one of the charms of TFT is that doing magic is powerful, but weakening. Essentially doubling the amount of ST skews it up quite a bit.
Neil Gilmore raito@raito.com
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