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Old 06-14-2018, 01:11 AM   #21
zot
 
Join Date: May 2018
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Originally Posted by AaronBurr View Post
I really like that Steve has recruited Liz Danforth to do the art on the new player tokens. It fits with the "Legacy Edition" theme of the project.
Oooh! Maybe that means

legacy + Liz Danforth = bell bottomed hero counters

!!!
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Old 06-14-2018, 02:00 AM   #22
Chris Rice
 
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Originally Posted by David Bofinger View Post
I think one of the best things about TFT is it doesn't need a GM screen. What would you put on it? Combat options, maybe. Not much else.

You donít understand. I donít neeeeeeed one. I wantttttt one!!!!
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Old 06-14-2018, 09:50 AM   #23
Kirk
 
Join Date: Feb 2018
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Originally Posted by David Bofinger View Post
I think one of the best things about TFT is it doesn't need a GM screen. What would you put on it? Combat options, maybe. Not much else.
If you never managed to get an original one, you may not realize how much good info there was on it that can reduce rules look up time and keep players engaged on focused on the game.

Noise, multi dice crits, DX adjustments for cover, movement in terrain, weights of things, etc., and on and on. And on the player side the basics of attacks based on strength, weapons, armor, etc. easily read.
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Old 06-14-2018, 03:45 PM   #24
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
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Originally Posted by Chris Rice View Post
You donít understand. I donít neeeeeeed one. I wantttttt one!!!!
Me too.

Although, if the economics aren't there, I really like the customizable GM screens. SJG could just provide inserts for them. Examples:

https://www.amazon.com/Stratagem-Mas...M+screen&psc=1

https://www.amazon.com/Hexers-Game-M...ords=GM+screen

https://www.amazon.com/Savage-Worlds...ords=GM+screen
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Old 06-14-2018, 04:00 PM   #25
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
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Quote:
Originally Posted by Kirk View Post
If you never managed to get an original one, you may not realize how much good info there was on it that can reduce rules look up time and keep players engaged on focused on the game.

Noise, multi dice crits, DX adjustments for cover, movement in terrain, weights of things, etc., and on and on. And on the player side the basics of attacks based on strength, weapons, armor, etc. easily read.
Agreed if we're gonna stay with rolling more dice as difficulty increases, the automatic hit, double damage, triple damage, automatic miss, drop weapon and break weapon points need to be on the GM screen.

Definitely need a compilation of DX adjustments.

Thief abilities (for normals, thieves and master theives) maybe? Ex:

Pick normal lock:
Thief 3/DX
Master Thief 2/DX
Non-Thief 6/DX
Takes 1 minute
Harder locks add dice (double for non-thief)

Pick Pockets
Thief 3/DX (2/DX if distraction arranged)
Master Thief 2/DX (1/DX if distraction arranged)
Non-Thief 5/DX


A one panel summary of spell costs and types would be nice too. Ex:
Image IQ 8 (t) 1 ST
Fireball IQ 11 (m) 1d/ST

Etc.

A reformatted weapons/armor chart to fit on a single panel would be useful to new players and GMs (I imagine most of us memorized them decades ago).
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Old 06-15-2018, 10:06 AM   #26
dusser
 
Join Date: Jun 2018
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Sorry if this has been asked and answered elsewhere.

Just how different from the original TFT materials will the new Legacy edition be? Will this be primarily a fine tuning to fix inconsistencies, or will there be some new material or new take on some of the mechanics?

I still have all of my original materials and still used them from time to time, so I am just curious for a comparison.

Thanks.
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Old 06-15-2018, 11:01 AM   #27
tbeard1999
 
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Location: Tyler, Texas
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Originally Posted by dusser View Post
Sorry if this has been asked and answered elsewhere.

Just how different from the original TFT materials will the new Legacy edition be? Will this be primarily a fine tuning to fix inconsistencies, or will there be some new material or new take on some of the mechanics?

I still have all of my original materials and still used them from time to time, so I am just curious for a comparison.

Thanks.
I think itís safe to assume that this will be TFT as you remember it. Various glitches, ambiguities and inconsistencies will be handled. Iíd bet that charge attacks will be nerfed to some degree. The Experience Points thread contains the most radical change that Steve has made public (and he was asking for commment so I doubt it is finalized), and that has to do with experience points and wizardsí staves. Reaction was highly positive (though some of us have reservations about the xp changes), for what thatís worth.

It will not be a completely new game packaged as TFT however.
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Old 06-15-2018, 11:58 AM   #28
JLV
 
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Returning to the question of the GM screen, I'm strongly in favor of it -- the original had tons of useful info that saves me lots of time during the game, as well as stuff the players could use on their side of the screen. It was a good thing to have.

Though I agree that if Steve just provided printable insert PDFs for the panels, that would be fine for me personally -- I have one of the plastic folders for that sort of thing (that I picked up in another Kickstarter -- I think it was Barrowmaze), and I'm pretty happy with it. Plus, since it has insert pockets on the player's side (intended, no doubt, for evocative art) I would be able to put a lot of player info on that side!

Quote:
Originally Posted by dusser View Post
Sorry if this has been asked and answered elsewhere.

Just how different from the original TFT materials will the new Legacy edition be? Will this be primarily a fine tuning to fix inconsistencies, or will there be some new material or new take on some of the mechanics?

I still have all of my original materials and still used them from time to time, so I am just curious for a comparison.

Thanks.
If you've played TFT before, I can't see any major changes being discussed that would hamper you playing the new edition pretty much out of the box. As Ty said, the biggest change seems to be to Experience Points, and frankly it was a change a lot of us had already made to a greater or lesser extent in our various house-rule variants, so it's not totally outside expectations. Still, you can read it in the Experience Thread (here), and see what you think. Your ideas and comments would be very welcome, too!

Last edited by JLV; 06-15-2018 at 12:02 PM.
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Old 06-15-2018, 02:32 PM   #29
dusser
 
Join Date: Jun 2018
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Thanks for your quick responses. I am glad that the core of the game will remain intact. Also, it will be refreshing to have some tweaks to clean up some of the rules, though the game is simple enough to overlook and adapt anything that does not seem to fit.

I will check out the experience section and throw in my 2 cents, if I have any useful feedback.
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Old 06-15-2018, 05:16 PM   #30
tbeard1999
 
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Originally Posted by JLV View Post
Though I agree that if Steve just provided printable insert PDFs for the panels, that would be fine for me personally -- I have one of the plastic folders for that sort of thing (that I picked up in another Kickstarter -- I think it was Barrowmaze), and I'm pretty happy with it. Plus, since it has insert pockets on the player's side (intended, no doubt, for evocative art) I would be able to put a lot of player info on that side!
Yeah, I’ve become a big fan of these (I can’t believe we didn’t think of those in the 80s). I especially like the ability to easily customize the screen.

Quote:
If you've played TFT before, I can't see any major changes being discussed that would hamper you playing the new edition pretty much out of the box. As Ty said, the biggest change seems to be to Experience Points, and frankly it was a change a lot of us had already made to a greater or lesser extent in our various house-rule variants, so it's not totally outside expectations. Still, you can read it in the Experience Thread (here), and see what you think. Your ideas and comments would be very welcome, too!
I’m actually jazzed to see what the new TFT ultimately looks like. It was a wonderful product, flawed by sloppy presentation, a lack of support and of course the complete alienation of the designer via litigation. I’m sure there are two sides to the story, but there’s no doubt in my mind that Steve was far and away the most talented of Metagaming’s designers. (You might get luck and produce Ogre OR TFT...but no one is lucky enough to create both by accident). It was a pity that they couldn’t stay together.

I suspect that Steve had a particular vision for TFT that was largely unrealized by Metagaming; it will be fun to see how he realizes it now. I’m also genuinely interested to see how it does in the modern RPG market. Maybe I’m overly optimistic, but I think it might do very well.

Last edited by tbeard1999; 06-15-2018 at 05:21 PM.
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