01-07-2018, 07:01 PM | #171 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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01-07-2018, 07:08 PM | #172 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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Last edited by tbeard1999; 01-07-2018 at 07:45 PM. |
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01-07-2018, 07:52 PM | #173 |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
You may have to buy Dungeon Fantasy to do so -- I have yet to see them anywhere else (and I've looked in Warehouse 23, because my old CH went the way of all mortal flesh long ago, and I was hoping to pick up an extra copy or two for bigger fights -- and to use with my old copies of TFT!)
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01-08-2018, 05:51 AM | #174 |
Join Date: Aug 2004
Location: Columbia, Maryland
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Re: The Fantasy Trip
Wow, I have a gamer friend named Michael Friend. I wonder if he is the same? Other than SFB, we've never really talked 'old school games' before, so I'm going to have to ask him.
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01-08-2018, 06:58 AM | #175 |
Join Date: Aug 2004
Location: Columbia, Maryland
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Re: The Fantasy Trip
Oh, and in one of these threads someone made a comment along the lines of "no one plays it as written anymore." Fwiw, that's WHY I play it. I know I can sit down and make a couple characters and be playing in a fraction of the time it takes to create characters for any other system.
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01-08-2018, 08:15 AM | #176 |
Join Date: Jun 2012
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Re: The Fantasy Trip
TFT never really took off as an RPG for me or the groups I played with. A buddy had a copy of ITL, but otherwise it was Melee, Wizard, and a couple of the solos. Mostly we played them as arena fight time filler games. So we never ran into the problems of high attributes etc. Characters just didn't live long enough or were retired as being too good.
It is my sincere hope that a republished TFT continues to provide for the experience of quickly drawing up characteres and setting to while we wait for the rest of teh group to show up for the main game. |
01-08-2018, 09:15 AM | #177 |
Join Date: Dec 2017
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Re: The Fantasy Trip
I think there are two sides to TFT, reflecting two stages in its development when the design goals were aimed at different things. And in my experience both worked.
The board game comprising Melee, Wizard and the first Death Test, is almost perfectly engineered for a string of short sessions of play with less set up time than a chess board. Me and my best friend in 6th grade played these games obsessively every lunch hour at school, and even figured out how to run fights in English class by using pencils as dice (they have 6 sides...). The expansion of M and W into AM and AW didn't really change this: New equipment and spells; some new things for wizards to do between fights; a more detailed explanation of how combat worked in exceptional circumstances. But these are really the same games. The addition in ITL of talents, jobs a mapping system, Cidri and the various campaign structure advice is what turned this into a fully fleshed roleplaying game, and I feel like the system made this transition successfully. It benefited from the fact that D+D, Tunnels and Trolls and Runequest were well developed and widely played at this point, so most people came to ITL with a pretty deep understanding of how it should be used to create detailed settings, adventures and long lasting campaigns. ITL is special in this context BECAUSE it retains its roots as a fast preparation, fast playing, basically competitive game - highly tactical, very deadly. This changes the sorts of characters and adventures you can have, but this actually makes it better suited to many fiction settings where high fantasy power and PC invulnerability clash with the setting's tone. I've used ITL for long running campaigns in: Cidri (using official materials and home cooked), Middle Earth (a remarkably successful pairing, though it might surprise some), the Hyborian age (i.e., Conan), a quasi historical/horror campaign set in the 16th century Scottish borderlands, and a Renaissance Italy inspired setting. I would say all were among the most successful campaigns I've run in any game system, and all lasted many years (though with a fair number of PC deaths...) |
01-08-2018, 11:43 AM | #178 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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And, like larsdangly, I've run a lot of campaigns over the years, many have lasted for several years, most of them were weird mash-ups (after about 1987 anyway), and every one of them worked and was a hoot for both me and the players. I literally can't say that about any other RPG system I've ever run. (I'm a huge Call of Cthulhu fan, an have been since the 1st Edition came out in 1981, but all my campaigns have been either 1920's or Gaslight, and none of them have really tried to mix other genres -- somehow it just doesn't seem like CoC if you try a mash-up. I've never been as experimental with CoC as I have been with TFT, and one key reason is that the system lacks the easy flexibility of TFT -- changing things up there takes some major effort (especially with magic), whereas it's easy to layer another genre onto TFT with minimal time and effort.) |
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01-08-2018, 12:07 PM | #179 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
This is a quote from the other thread:
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While admittedly ST would be an issue for some armors (especially the ones made of metal), I think that it might complicate the game too much to go into that in detail. You could make up a standard ST for heavier armors ("if your ST is less than 12, you suffer an additional -1DX penalty for wearing metal armor" or something), but overall, the need to keep it simple would probably be better answered via a talent... As a side note, no, I've never had such a talent -- in fact it never occurred to me until recently (the last couple of years) when I read a discussion somewhere in one of the online Fantasy RPG blogs (alas, I can't remember where) discussing the fact that wearing armor in combat entails a LOT more than simply putting it on -- that it completely changes your tactical fighting style and that the armor can be USED as part of that fighting style instead of just sitting there and passively lessening damage. In short, at least according to that article (which definitely passed the common sense test for me), wearing armor is actually a trainable skill set -- much like fighting with a sword is. (Edited to add: Oh, I would probably make it an IQ 7 talent worth one point, like most of the other basic weapon talents; but that's subject to debate too.) Any opinions or thoughts on this, anyone? Last edited by JLV; 01-08-2018 at 12:21 PM. |
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01-08-2018, 12:33 PM | #180 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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