01-12-2018, 09:43 AM | #271 |
Join Date: Dec 2017
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Re: The Fantasy Trip
TFT is only TFT is an experienced player can take one deep breath and then create a new character from scratch, using just their memory, written out on one side of a 3x5 card, before having to exhale.
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01-12-2018, 12:27 PM | #272 |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
Which is why I hope we'll keep it that way! ;-) I'm getting too old to remember all the footnotes on page 327 of the second GM manual...
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01-12-2018, 12:41 PM | #273 |
Join Date: Aug 2004
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Re: The Fantasy Trip
Late posting on this, but been following the thread since the news was announced.
I had several Microgames back in the day, as well as the AM, AW and ITL books but unfortunately the only thing to survive was the original Wizard and some of the pre-programmed adventures. (Along with Car Wars and Chitin: 1, which I was really enamored with for some reason. Probably the Jaquays art.) I started playing Melee and Wizard in high school, and then TFT in college. I ran a pretty much "as is" TFT campaign, another which incorporated the Space Gamer article on Superpowers into a medieval fantasy setting, and finally a modern Cthulhu-esque campaign. The latter was a fun but mixed bag. It would have benefited greatly from things that came out later in systems like GURPS (making earth a low-mana world and introducing ritual magic, specifically). Eventually GURPS became my system of choice for several years, and I attribute that having started with TFT. Nowdays, however, my current group finds it a bit to crunchy, so D&D and Savage Worlds are what we play. (I kinda think Savage Worlds and TFT share a little of the same "feel", which might help with it's adoption in the modern gaming age, but that's probably another topic.) But, I'm really excited to hear new versions of the TFT books are going to see the light of day, with ongoing support (as well as an online community the like of which I couldn't even comprehend back in 1980.) So, in short, congrats on re-acquiring the rights, Steve! Looking forward to whatever comes with this new iteration. |
01-12-2018, 01:19 PM | #274 | |
Join Date: Jul 2005
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Re: Melichor's new weapon talents.
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A way to limit the talents some would be to make them specific to a single weapon like a broadsword rather than the whole weapon group. A lot of the talents we added to the game were attempting to deal with the attribute bloat by funneling increases into IQ. Everyone was a super genius but very few were overall super human heroes. Other talents provided extra FT for wizards without the need for ludicrous ST numbers. |
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01-12-2018, 05:16 PM | #275 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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We had this discussion over on Brainiac Joe Hartley's site (thanks for keeping TFT alive Joe) and most people never got a character over 65 without some fudging. Rick Smith who is on this forum and has written more house rules that the original published rules (thanks by the way Rick) has had a campaign going for years and has stated that there just aren't a bunch of 80-90 point PC's running around. For every Conan there are a thousand corpses that didn't make it or took one chance to many. TFT at least the way we always played it was much more lethal, one of the reasons I hated D and D was after a certain level you just couldn't get killed. Even a St 43 guy can be killed by a hoard of people, unless your GM is allowing so much armor a great sword can't damage him. In that case it is a style issue not a game issue. |
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01-12-2018, 05:32 PM | #276 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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I have used this talent in game it requires 8 IQ sword, Fencing and adv Fencing also you can only defend against one attack so it shouldn't slow down the normal melee. It will make duels against high level character last a little longer, our GM limited its availability so not everyone has it just the best of the best. Longer training time and limited teachers might make a quest of just getting this talent. It is comparable to UC 1-5 which requires 11 IQ points vs 8 and it isn't quite as good. I thought it was a nice compromise so Cyrano could go duel 100 men, or Scarmouche and Grey Mouser could become realistic characters. |
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01-12-2018, 08:07 PM | #277 | |||
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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Last edited by JLV; 01-12-2018 at 08:18 PM. |
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01-13-2018, 07:46 AM | #278 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Attribute levels in Rick's Campaign.
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Thanks for the kind words! However, the longest playing characters in my campaign got up to the high 60's attributes. I don't remember anyone getting to 70, let alone 80 or 90 attributes. It could have happened, I guess, but after a few years, I get bored with my current campaign and reboot things with a new world. So everyone has to start over. ;-p Warm regards, Rick. |
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01-13-2018, 10:39 AM | #279 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Attribute levels in Rick's Campaign.
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01-13-2018, 12:01 PM | #280 | |
Join Date: Nov 2010
Location: Arizona
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Re: Attribute levels in Rick's Campaign.
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My campaigns generally ended for two reasons; usually both together. One, my players finally got their characters to the point where there simply wasn't anything to really challenge them with (and they were nearly impossible to kill), and two, like Rick, we got bored with the ongoing premise and wanted to try something new. My most successful campaigns, perhaps somewhat oddly, were ones not based on campaign arcs, but rather what are now termed "sandbox" campaigns, usually set in Judges Guild's Wilderlands of High Fantasy, where the players had more control over how the adventure went. Last edited by JLV; 01-13-2018 at 12:05 PM. |
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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