02-27-2018, 11:28 PM | #11 | |
Join Date: Feb 2018
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Re: TFT Game Design Issues
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These type of things could be clarified so as not to be "house ruled" differently across the TFT gaming world. And don't forget aging! :) If a character actually campaigns *and* manages to survive (and in TFT that is no small feat as it is a deadly game system, making the experience that much sweeter) and is able to become a 50+ point character, then attribute loss due to aging will surely take him down as the day is long. When we were in our late teens we often tried to model our current skills and abilities on ourselves, converting them into ST, DX, IQ and talents. We knew the aging rules were there, but had a hard time imagining being 60 and having a decade of degradation to our attributes to accommodate! :) |
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02-28-2018, 12:45 AM | #12 | |
Join Date: Nov 2010
Location: Arizona
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Re: TFT Game Design Issues
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02-28-2018, 08:58 PM | #13 | |
Join Date: Feb 2018
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Re: TFT Game Design Issues
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There was also a game called Party Brawl, where you played a TFT character going to a 70s disco dance party. Each turn you could end up in a fight, try to get someone to dance with you, argue, and optionally drink a beer. A dextrous character might try to dance his way to victory, a smart guy win arguments, and stronger guys fight. Things intertwined, so if you won an argument or danced with someone's date, for instance, you might end up in a fight and unconscious, ending the night for you. Beer helped you absorb hits, but made you dumber and sloppy on the dance floor. Vomiting also took you out of the game if you relied on too much beer for the sought after Macho Points. Great fun! |
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03-01-2018, 01:24 AM | #14 | |
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: TFT Game Design Issues
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