Thread: TFT Play Style
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Old 11-22-2020, 09:15 PM   #17
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: TFT Play Style

Quote:
Originally Posted by rlbeaver View Post
Pardon if this is disjointed, I tend to over think things sometimes when it comes to changing games (I spent weeks looking through the GURPS books way back before I switched to it from AD&D). My current go to game is Savage Worlds for various reasons.

In general, when playing D&D (GM or player), I lose interest after level 8 because I do not like high powered games. TFT sounds like it is a great fit for me. Although some descriptions make it sound like the players are glass gods...

I have been gravitating to rules light games (but not too light, thus savage worlds) the past few years, and again TFT sounds like it is a great fit for me.

I tend to GM campaigns because my players demand it, even my recent attempt at novice to legendary and done in Savage Worlds is being met with resistance to ending 1/2 way through. This is where I have trouble as I kept hearing, TFT is best for one shots.

I'm coming away with the idea that it can be used for campaigns. The PCs sound like they may not be gods, but are likely still made of glass so the parade of characters is an unavoidable feature, there will be no long term characters over the campaign arc unless the players are really good at tactical games.
I have a lot less experience than most here, but maybe I'm a pushover. In a party with four characters (one player playing all four, sadly), no one has died yet. People have been knocked below zero health about three or four times, but physicker and/or potions saved the day.

Mind you, I could have killed the whole party off last session. I try to make the fights fairly balanced, but may have overdone it slightly. They were fighting a nosferatu and his minions (Book of Unlife) and reached a point where two were unconscious, the remainder badly wounded. The party surrendered and rather than just kill them off, the nosferatu took them prisoner to turn them into replacements. I set it up so that the party could escape without too much difficulty (more tension than real risk, allowing that the big nosferatu left them overnight to find more victims).

That just seemed more fun to me. The party escaped and I'll give them some moderate healing and allow them to put filler characters in the party so they can return and finish the job before the nosferatu replaces his twice-dead underlings.

How fragile the characters are depends on how the GM plays. Are healing potions plentiful? (I tend to allow one to two per adventure, but knowing that this was a tough adventure, I've made them more plentiful.) How hard are the encounters? And so on.

It's true that lucky shots can move someone from not dying to dying pretty quickly, even from weaker foes. But the tension doesn't require death to happen every adventure or two if you prefer longer story arcs. As well, the strategy of having multiple characters to fill in when someone needs to heal makes a campaign totally doable.
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