07-14-2018, 01:42 AM | #11 |
Join Date: May 2010
Location: Alsea, OR
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Re: TFT is... A Comparison
A Comparison of the games of the era
On the relative complexity It's actually about the same complexity as OE D&D before Supplements, 1977 Traveller, 1978 RuneQuest, and 1975 En Garde. It's lower than 1977-1979 AD&D, OE D&D with Sups 1-5, Chivalry & Sorcery, or EPT. It's more complex than 1975 T&T or 1978 Starships & Spacemen, but not much. People tend to overstate the complexity of the earlier games; in no small part due to the later expansions and later editions. TFT is more consistent in mechanics (save vs T&T and RQ), and in layout, and it's better organized than most of its' contemporaries. Only Traveller is more consistent in its art style than TFT, but has far less and it's less useful than TFT's. Both have very good art. Some of AD&D's is better, some is worse. Most of the rest are simply amateurish in their art... Palladium's 1981 Mechanoids is filled with lots of consistent, rather decent, and useful art. TFT also has a more realistic tone than AD&D, D&D, S&S, or En Garde; it's more successful at it than C&S, and really on par with Traveller. RuneQuest in that era is also pretty realistic.. C&S tries for Realism, but winds up less so than TFT. Not really the best in any category, but 2nd place in most... |
07-14-2018, 04:19 AM | #12 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: TFT is... A Comparison
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07-14-2018, 08:18 AM | #13 |
Join Date: Mar 2005
Location: Beaverton, OR
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Re: TFT is...
T&T was my first RPG, out of necessity; it was very hard finding the D&D rules (brown box/white box) in the summer of '76.
There are interesting parallels between T&T and TFT; namely, basing mechanics (combat, saving rolls) directly on characteristics rather than using tables. Armor absorbing damage, weapons requiring Strength to handle, etc. Of course, TFT made combat a lot more interesting and detailed, and added the visual spectacle back in.
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