01-18-2018, 05:41 PM | #11 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Fantasy Trip Modern and Superheroes
As I learned writing my clone, TFT's DNA is all through Champions. The original Hero guys have said that they played a lot of TFT prior to designing Champions. I'd go so far as to call GURPS and Champions/HERO half-sibling descendants of TFT. (Champions is the spawn of TFT and whatever playable game lies at the heart of Superhero 2044; GURPS descends from TFT and Car Wars, believe it or not, as I discovered many, many years ago when trying to create "Cart Wars"... These are why Autoduel Champions was possible, and why GURPS Autoduel (1e) was relatively straightforward.)
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Chris Goodwin I've started a subreddit for discussion of INWO and Illuminati. Check it out! Last edited by Chris Goodwin; 01-18-2018 at 05:48 PM. |
01-19-2018, 08:15 PM | #12 | |
Join Date: Aug 2004
Location: In the UFO
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Re: Fantasy Trip Modern and Superheroes
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(For instance: The mods I ended up using for my anime-inspired demon-hunting TFT game back in 1992 or so ended up becoming part of the Demon City Shinjuku rpg, and then from there, with minor changes BESM. Both were "roll under" systems with three stats, so... They then migrated uncredited into BESM's daughter-game Silver Age Sentinels and then to Silver Age Sentinels d20, whose power rules were released under the Open Game License. I recall seeing small traces of them in use in Mutants and Masterminds (which acknowledged using the SAS d20 OGL), albeit in a significantly evolved form. But these specific rules were originally designed for TFT...)
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 01-19-2018 at 08:24 PM. |
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01-25-2018, 03:47 PM | #13 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Fantasy Trip Modern and Superheroes
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It could also be used for a backlash mutation result. - Hail Melee |
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02-02-2018, 06:53 AM | #14 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Fantasy Trip Modern and Superheroes
A theory of game design I like is to make sure your game covers the main tropes of the stories you're addressing. So for a modern game, you want to make sure it handles the recurring combat scenes like:
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