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Old 01-04-2018, 03:38 PM   #74
JLV
 
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Join Date: Nov 2010
Location: Arizona
Default Re: The Fantasy Trip

Quote:
Originally Posted by larsdangly View Post
The broader point I would make is that the game should not be changed to improve it as a simulation, or to improve it in response to some theoretical game-design goal; it should only be changed in ways that make it even more fun to play, which can mean 'fixing' places where you encountered a problem, in play at the table, or where you had some desire for your character to do something that seems like it would be fun and should be possible, yet the rules don't support it (examples from the original game could be the new weapons added going from Melee to AM or new spells and enchantment rules going from Wizard to AW). In both cases, the litmus test is not how clever it looks on the page, but rather how successfully it integrates with the rest of the game in play, at the table. The hobby is littered with 'fantasy heart breaker' rules sets that have all kinds of cool concepts baked into them, yet they just aren't fun to play, or they aren't functionally different than much simpler games. The strength of TFT is that it came out of a pair of super well engineered board games, and when it was translated into a roleplaying game it didn't fundamentally change. That should remain the core idea behind any revisions that happen over the next year or three.
And I've "playtested" my ideas for over a decade (actually, closer to two) too, so there you have it. Everyone's a little different in how they approach things. I'm sure that whatever Steve comes up with (if he even feels it's necessary to address it) will be different from either of our solutions, and that's not a bad thing...
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