01-07-2018, 11:29 AM | #151 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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3 stats Precision of the movement and options system. Remember that no one else had that level of sophistication when it came out. Fast play. You can die. Otherwise success is meaningless. Easy to learn. |
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01-07-2018, 12:40 PM | #152 | |
Join Date: Jan 2018
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Re: The Fantasy Trip
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I’m always pleased by the robust simplicity of TFT. Very little needs to be changed, just what you want or need to make it work for you. |
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01-07-2018, 12:51 PM | #153 | |||
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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To me, the not using dice other than D6 was a key element of the game, making it much more accessible to new players (by which I mean, players who have NEVER played an RPG before), whereas tinkering with things like XP and how it works was more like modifying the carburetor in my car to help the car go faster. So I guess I was an (a) and (c) guy. Of course, that was hardly the limit for me either (once you start changing things, you just can't stop -- it's like eating a can of Pringles... ;-) ) I split ceremonial/ritual magic off from combat magic (the time lines to cast a Demon summoning, for example, seemed way off to me -- as did the timelines for drawing a pentagram), I went over to using IQ for spell success rolls instead of DX (I was pleasantly surprised when I stumbled across Dark City Games about 5 or 6 years ago to find out they'd done it too), with range adjustments for thrown and missile spells simply being applied to the IQ instead; I added "True Names" (and a "Naming Ritual" to give a player one) for use with the ceremonial magic, I added in Fright attacks, Gaze attacks, and insanity issues (not very satisfactorily back then, but I've come up with a new system in the past few days that I am eager to try out on any unsuspecting gamers I can find) -- with a tip o' the hat to the OTHER Steve Jackson -- who created Dragon Warriors in the UK at about the same time our Steve Jackson was creating TFT here in the states. I added in "religious magic," I use "Mana" to power spells (and "Favor" for religious ones), I changed the STAFF an STAFF OF POWER rules to allow staffs to store Mana/Favor (or ST if you are going the traditional route for spell casting), went with a more "realistic" depiction of disease (again a nod to Dragon Warriors for that one), and so on. In short, my current version of "TFT" bears about as much resemblance to actual TFT as that souped up hot rod does to a hamburger. Quote:
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Well, I'm really glad we had a chance to "talk this out" (even though the other readers here are probably heartily bored with it by now), and I'm also really glad I didn't go with my initial "hit back" instinct over that "misrepresentation" thing. Who knows, maybe, finally, at the age of 57, I've started to grow up... |
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01-07-2018, 02:30 PM | #154 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
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1. The basic concepts of Melee/Wizard, as games, were exceptional and have stood the test of time. They don't require much, if any, change. 2. The attempt to turn these into an RPG with ITL and the Advanced modules was very good, and included many advanced ideas, but was also flawed in a number of areas (which have been robustly discussed in these forums). I feel this is where additional work will be needed by the designer. No matter what, I'm looking forward to the future of these games with a big silly grin on my face. |
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01-07-2018, 02:34 PM | #155 | |
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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01-07-2018, 02:38 PM | #156 | ||||||
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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I once said in a post that one way to bankrupt drug lords would be to legalize the drugs that they make most of their money on. This so infuriated one reader that she accused me of advocating the legalization of meth, heroin, etc. Even though my very next sentence said that this would probably create worse problems than the drug lords do. I should’ve explicitly begun with “I am NOT advocating this, but...” So it’s a known issue with me :) Quote:
Using only d6s *was* a big deal then. Polyhedral dice were expensive then and a hassle (you had to ink them yourself with a marker or model paint). The weirdly colorful and wretched TSR dice abraded so badly that the d20 soon looked like a small golf ball. Also, d20s were numbered 0-9 twice, which introduced the dreaded “which color is the teens” cheating opportunity. I even had a rule that black always meant the teens unless you declared otherwise before you rolled. And in 1979, non-TSR polyhedral dice cost about a dollar each. That’s more than $4 each in 2018 dollars. The wretched TSR set was $4 for a set, or $16 in 2018 dollars. Melee, though a small game in a plastic bag, cost $2.95, or about $12 in 2018 dollars. So games that relied only on d6’s were significantly more accessible, especially for younger players. Polyhedrals didn’t really become accessible until around 1983 or so. The d10 came out then, allowing d20s to be numbered 1-20. Then someone discovered that you could turn out cheap inked dice by covering them in paint and putting them in a rock tumbler. Within a couple of years, polyhedrals were everywhere and cheap. They were even in Milton Bradley’s Fortress America in 1986. As an aside d10s were patented in 1906(!) https://www.google.com/patents/US809293 . But I didn’t see them until the early 1980s. I really don’t dislike d6’s. My own A Fistful of TOWS system only uses d6’s. Quote:
I think that TFT is one of those rare gems that is (a) built on a solid and robust foundation; (b) happens to be FUN; and (c) has a relatively small number of moving parts, which are easily understood. The result is a game that is uncommonly easy to modify. We shouldn’t be surprised because it began as a micro wargame, those games had to be ruthlessly stripped down to the essentials. And as Ogre/GEV showed, Steve had a real talent for making the correct decisions on what to simulate and what to leave out. His design style strongly influenced A Fistful of TOWs. I take pride in the fact that it is a very fast playing game. (The current rulebook is huge, but is mostly vehicle/army/weapon lists, design notes, etc.) Also, the lack of any official support made genetic drift much easier. [/quote] I added "True Names" (and a "Naming Ritual" to give a player one) for use with the ceremonial magic, I added in Fright attacks, Gaze attacks, and insanity issues (not very satisfactorily back then, but I've come up with a new system in the past few days that I am eager to try out on any unsuspecting gamers I can find) -- with a tip o' the hat to the OTHER Steve Jackson -- who created Dragon Warriors in the UK at about the same time our Steve Jackson was creating TFT here in the states. I added in "religious magic," I use "Mana" to power spells (and "Favor" for religious ones), I changed the STAFF an STAFF OF POWER rules to allow staffs to store Mana/Favor (or ST if you are going the traditional route for spell casting), went with a more "realistic" depiction of disease (again a nod to Dragon Warriors for that one), and so on.[/quote] I’ve always enjoyed seeing other folks’ TFT mods. It intrigues me to see how many ways there are to skin a cat and how many things folks can add. I went through that phase as well - and had some spectacularly bad ideas - but I generally played with non-wargamers. This forced me to keep the game simple and straightforward. Were you ever seduced by a Vancian magic system for TFT? Quote:
Modding games was so integral to the hobby that Gygax outraged the gaming world when he asked folks to refrain from modifying AD&D. He wanted to create a national AD&D tournament system, which would require a common set of rules. But gamers assumed he was interfering with our God-given right to mod our games. He was sorta like a gaming version of King George III... Quote:
I secured Steve’s permission to post his TFT errata and designer’s notes from TSG #29, but they’re fairly basic. I think his first published article on TFT is a Melee article in TSG #13. Incidentally, it includes some of peculiar weapons that later appeared in Advanced Melee, including sha-ken, quarterstaffs, and bolas. There are some comments about design philosophy but it’s sparse by SPI standards. His designer’s notes for Wizard were in TSG #15 and were much more detailed. Why, it’s almost like Steve was too busy making a living to fully inform us of his design philosophies and rationalize his decisions :D Quote:
I’m also glad we had this talk, by the way. I’d hate to become an example of the old quote about campus politics - they’re the worst of all kinds of politics because the stakes are so small. |
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01-07-2018, 03:30 PM | #157 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
52 😬😬😬
No age at all. Still a youngling 😏 |
01-07-2018, 03:42 PM | #158 | ||||||||||
Join Date: Nov 2010
Location: Arizona
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Re: The Fantasy Trip
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Not even slightly. I LOVE Vance's Dying Earth (to say nothing of his other stuff) and have read everything I could find that he wrote, but D&D's use of the system always annoyed the hell out of me and when Wizard came out in 1978 it was like Archangels from Heaven had brought the law down on stone tablets for me. ;-) Simple, consistent, logical, EASY. My oh my, what a revelation! Quote:
But yeah, modding was a thing before it was called "modding" and we all did it, my brother and I with our wargames back in the late 60's and 70's and then with RPGs when we discovered them in 1975 or '76 (we actually accidentally picked up Empire of the Petal Throne thinking it was some kind of new wargame and broke into RPG-ing with that one. And if you think just learning RPGs with a pseudo-Tolkienesque knock off like D&D was hard, you should try it when you not only have to learn a new set of rules and a new way of thinking, but ALSO have to figure out a completely alien culture! But we had a blast and then I found D&D about two or three months later in a store, and we played that, and that was it, we were hooked.) Quote:
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Last edited by JLV; 01-07-2018 at 03:45 PM. |
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01-07-2018, 04:15 PM | #159 |
Join Date: May 2013
Location: Tyler, Texas
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Re: The Fantasy Trip
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01-07-2018, 04:24 PM | #160 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: The Fantasy Trip
I used to be extremely argumentative when I was younger. With the passage of time I've realised that, since I'm almost always right, arguing is a waste of energy. My go to line now is, "well, if you think that is a good idea you should go with it. Let me know how it works out for you."
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Tags |
in the labyrinth, melee, roleplaying, the fantasy trip, wizard |
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