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Re: [SPAM] Re: Steve Jackson - major change to TFT.



I'll second that I have all of them and they play pretty well even solo.  They set up for some roleplaying much like Grailquest although they sometimes have glitches.
 
 
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------ Original Message ------
Received: 11:17 AM PDT, 06/13/2018
From: Jeffrey Vandine <jlv61560@yahoo.com>
To: "tft@brainiac.com" <tft@brainiac.com>
Subject: Re: [SPAM] Re: Steve Jackson - major change to TFT.


Actually, they're not bad.  I can highly recommend them, and they are extremely easy to use with the standard TFT rules, instead of the abbreviated ones they included for all the people that had never heard of TFT.



From: "raito@raito.com" <raito@raito.com>
To: tft@brainiac.com
Sent: Wednesday, June 13, 2018 7:36 AM
Subject: Re: [SPAM] Re: Steve Jackson - major change to TFT.

I'd probably have picked up on that if I'd played any of the Dark City stuff.

Neil Gilmore
raito@raito.com

> Yea, I wasn’t referring to you Neal.
> __________________________________________
> David O. Miller
> Miller Design/Illustration
> www.davidomiller.com <http://www.davidomiller.com/>
>
>
>
>
>
>
>> On Jun 12, 2018, at 8:33 PM, raito@raito.com wrote:
>>
>> Well, that would be completely the opposite, wouldn't it? :)
>>
>> Neil Gilmore
>> raito@raito.com
>>
>>> I 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
>>>>>
>>>>> =====
>>>>> Post to the entire list by writing to tft@brainiac.com.
>>>>> Unsubscribe by mailing to majordomo@brainiac.com with the message
>>>>> body
>>>>> "unsubscribe tft"

>>>>
>>>>
>>>
>>>
>>> =====
>>> Post to the entire list by writing to tft@brainiac.com.
>>> Unsubscribe by mailing to majordomo@brainiac.com with the message body
>>> "unsubscribe tft"
>>>
>>>
>>>
>>
>>
>> =====
>> Post to the entire list by writing to tft@brainiac.com.
>> Unsubscribe by mailing to majordomo@brainiac.com with the message body
>> "unsubscribe tft"
>
>


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