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Re: [SPAM] Re: [Slope: Ch 12] New Type of Healing Spell & Death Magic.



Simple solution:  If you don't like the spell, don't use it.  If it turns out to be something other than what I want it to be, that's what I'll do; but I won't be all doom and gloom about it until I get to see what it actually looks like in the final form.  And, frankly, I won't be all doom and gloom about it even then.  If other people want it, more power to them.  So why not just let it ride until you see what it actually is?

By going all negative about it at this early date, it sure SEEMS like you (collectively, not just you, raito) want to "prevent" it from even existing; and I just don't see the logic there.  But hey, like I said, different strokes for different folks.  And if I'm misreading all the negativity here, my apologies...but maybe you should look back over some of the comments here and think about it...



From: "raito@raito.com" <raito@raito.com>
To: tft@brainiac.com
Sent: Thursday, June 21, 2018 5:55 PM
Subject: Re: [SPAM] Re: [Slope: Ch 12] New Type of Healing Spell & Death Magic.

I think you're being just a bit touchy.

I haven't attempted to enforce rules on anyone, and have mostly written
about my campaign, not yours.

Part of the reason for choosing TFT as the system for my campaign was that
I had a particular sort of world in mind, and it's one that TFT fit very
well. Change TFT, and it may no longer fit. D&D certainly didn't fit, then
or now. Nor did other systems.

The context of the rest of the game you mention seems likely to shift.
That game may not be suitable for my campaign. Which hardly matters, as I
have the original system that does.

Neil Gilmore
raito@raito.com


> Different strokes for different folks. 
>
> But why is it so unacceptable to allow a healing spell to be created for
> the game by the designer (which, given SJ's reputation for carefully
> thinking his way through things, will be well-balanced in the context of
> the rest of the game) and then, if you feel so strongly about denying it
> to your players, simply saying that the spell doesn't exist in your
> world?  You can have it your way, and other people can have it theirs. 
> Rather than "policing" how other people play, why can't we just say;
> "Okay, no big deal, it doesn't work that way in my world because mana
> can't interact with living tissue in a non-confrontational way -- it can
> blow you up, but it can't put the pieces back together again."
>
> As the GM, you can make your world any way you want, but why try to
> enforce YOUR rules on anyone else?


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