Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
The fact that the TFT rule-books ended-up sometimes operationally reading like a giant, three-volume MicroQuest, is something I would like to see NEW and FUTURE GAMERS as POTENTIAL BUYERS OF THE PRODUCT spared from - more than anything else.
After all, everyone of us can tweak the rules, regardless of what the final print informs. TFT as a commercial product upon being re-introduced into today's hobby-market will have the unique opportunity to potentially 'catch-fire' once again, but with a whole new, and much larger audience of Gamers - young Gamers (younger than 50, that is) who probably have no idea TFT even exists; nor may they even care. The new TFT product presentation and how easy it is to embrace by those-not-already-sold will determine if we - as loyal fans and long-time players - end-up with a privately-printed deluxe re-issue for only ourselves, and the project ends with that, OR, if lightning in a bottle will be caught once again; and the bigger market DEMANDS more supplements, more solos, more modules, and more expansion-sets. I've been waiting for this since SJ and HT parted ways, and the TFT product went from the #2 FRPG on the market - just behind The Big D - and quickly died a pathetic and whimpering death in the commercial market-place. Think about the gravity of that statement for a moment: "#2 in the 1980s market-place, at the height of the so-called: "D&D Craze",... only to painfully and spasmodically fade-away with little noise or notice - except by the already-sold fans like you and me. Frankly, it's time to see some TFT revenge dished-out in terms of recapturing that past sales glory with heavy market penetration - at DOUBLE DAMAGE! - |
Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
@Jim Kane: not sure where you're going with this.
Are you concerned about writing style? Absence of plans to release companion scenarios or adventures? Longevity as a function of market share? Something else? I do think SJ needs to decide -- as he has mentioned in other posts -- whether the focus here is as a drop-in encounter resolution system, or RPG, or both or neither. I have faith that he will arrive at a cool place, as I'm sure we all do. We wouldn't be here otherwise. I commented elsewhere once that SJ has a gift for isolating an interesting mechanic, combining it with a genre, and creating a gem of a game. TFT is exhibit A. What am I missing? Cheers. |
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The "target" who will bring the system back is not "we", being the long-established fan-base; but rather, it is the "them" - being the unaware, unsold, uninitiated huge, Huge, HUGE potential customer-base out there. I am talking about the importance of acceptance by that kid (under 30 for me LOL!) in the game store who if you asked him right now, would answer you: "TF,...WTH?" Those are the people who will keep TFT going after a kick-start re-launch; but ONLY if THEY embrace it, and demand more. "We" are going to get our TFT back as a re-issue - I have little doubt of that - but that is so short-sighted a goal. I see a larger vision; and always have. I still believe deeply in this product - as much as I ever have - so-much-so, I want to see it shared it with THE WHOLE GAMING WORLD. And that should have happened back in 1981, and was poised to happen, and was happening, and then,... didn't happen - and for a number of reasons; and none of which had anything to do with how GREAT a system it is. So, what could possibly be a sweeter revenge than to see a re-released TFT 'catch-fire' again, and SUSTAIN itself and GROW with a new, HUGE fan-base of young gamers clambering for more, More, MORE! Sorry if you found my first post abstruse. I hope this follow-up makes my point clear to you about the primary importance of a well-organized (and highly-indexed) rules-set; as "rule-book whiplash" was NOT a TFT selling-point for attracting the masses of Gamers already sold on that other system. It would really bite to watch a beloved friend die - twice. Thanks for asking. |
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@ Jim Kane: Ah yes! I see now. Thanks for clarifying.
Agree 100%. Know what might be neat -- and would get those kid's attention, maybe? Cards. Not like Munchkin cards. Not a card game. But cards with monster stats on them. And maybe Action cards players could pick with what they can do during a turn. We wrote some up for our games. They were helpful but not always used: they weren't very pretty, to be honest. And the layout -- well, we can't all be graphic designers! Ooo - and maybe some stand up cardboard heros-type figures? I know - none of this is substantive. Pretty toys do not a great game make. Gotta have cool mechanics and heart under it, and be fun to play, which TFT has in spades already. But perhaps it's worth brainstorming to make sure none of your (all our) worst nightmare comes to pass? Is there room for an app somehow? Or whatever kids use these days? - Jack |
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Jim has it basically correct. There is an underground of aging grognards that always held in their hearts that against all hope Hell might freeze over. And it seems to be getting cooler and cooler...
Besides a somewhat corrected and perhaps re-organized set of rules, with *great* realistic art (maybe artists who have actually taken a few life drawing classes and understand the physics of movement and balance), I'm sure we all look forward to both more support material, and in my case *Programmed Modules*, that have the cleverness and intrigue and challenge of the original Microquests (especially DT1, DT2, Security Station, Grail Quest, and Orb Quest). There is also room for Tollenkar's Lair style source books for those that want to really work as GMs to create an interesting adventure. And hope beyond hope inspiring new gamers, lost amongst all of the thumb-spraining electronic toys of the day, to use their imaginations and to sit around a table, feel dice in their hands and watch the expressions on other's faces as they explore and encounter and struggle with all of the other imaginations present. Player aid cards, an index or codex, well-placed art to make remembering a place in the rules easier, the *Game Master's Shield*!, and even cardboard standups (shudder) or minis (SHUDDER) as optional items are welcome. I could even see a writeup explaining the Bell Curve, which is one mathematical foundation that this game uses brilliantly, and it what makes this game feel real, because it models the physical world. Great games are based on creating interesting and challenging decisions for the players to resolve, and TFT can do that if it is presented well and is well-supported. Even the genius of a Wish in TFT, which is difficult to obtain, then even more challenging to use because of the clever choice presented; use it just-in-time after the fact for a Do-Over (and risk something worse or no better) or use it prophylactically and get to decide exactly what the roll should be (but maybe you didn't need to use it in the first place, you'll never know). ;) |
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TFT is already a great game, and I'm sure Steve Jackson Games will give it a slick new presentation. But, everyone should be very aware that the gaming market is totally different now than it was 40 years ago. Brick and mortar stores are not nearly as prevalent now as they were then, and most people do their shopping on-line (and increasingly, their playing too), which means that market exposure is the key to making this game a success.
Unfortunately, that also means that the "cycle" for new games is a lot shorter too -- you either hit big in the first 3 months, or you've already missed the boat. To some extent, I suspect that's what might have happened with Dungeon Fantasy -- for some reason, it didn't "click" right away and has now been pretty much overcome by events; resulting in a decision by SJGs to not reprint it. When we were younglings, the game cycle held for much longer, and new products were few and far between (comparatively) meaning that games had a chance to be "out there" for quite a bit longer than they do now. How many of us remember waiting for two years to buy TFT (after Wizard and Death Test came out) and were just as eager for it at the end of that time as we were at the beginning? Nowadays, if it doesn't kick off with a big splash and make an instant hit, it's going to die pretty quickly; and not get much support from SJGs who are, after all, in the business to make some money, not support memorial projects... So what's the answer? Well...we are, kind of. We need to be generating as much buzz as we possibly can in our gaming groups and wider connections. We need to interest a new generation of players in seeing what this "fantasy trip stuff" is all about. That means taking your precious copies out into the public and running games at your local hobby shops or as "something different" in your gaming groups. It means SJG running a slick advertising approach to this thing, not only in the hobby shops but also by doing what they can to make sure it shows up in internet searches; it means interviews and articles and podcasts and retrospectives and social media posts; it means buying ad time on other people's web pages, not just the SJG web page, and it means that those of us running blogs or web sites need to start putting links to SJGs and other Fantasy Trip sites out there and pushing them towards the public. The success or failure of TFT is almost entirely based on ACCESS at this point; the rules are already good enough to be successful (indeed, as was pointed out earlier, were the second biggest selling fantasy roleplaying system out there back in 1981-3, only outsold by D&D -- and probably only then because D&D was EVERYWHERE, and TFT wasn't), and I suspect when Steve gets done with them, the rules will be that much better; and I can virtually guarantee that SJG will also produce a high-quality product both visually and physically...but no game will ever sell if no one knows anything about it. So, my bottom line is that if people want it to succeed like it did back in the old days -- get the word out. Write those articles, put up those ads on your web pages, post things on Facebook and Twitter and whatever else it is people use these days, take the original books out of their plastic sleeves and set them up in your local hobby shop. Start writing new adventures and splat books and everything else you can think of, because, given that short game success cycle mentioned above, one way to extend it is to keep new products hitting the streets as quickly as we can. |
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And other times, like a vanishing puff of smoke, pull-away teasingly and on-cue with: "Work is progressing, but slowly." LOL! . |
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For the reborn TFT to succeed and attract a wider and ongoing audience what it will need is excellent support materials available at the start (or very early on at worst). Like someone said above, the game market has changed and there is now a very short window to get gamers attention. If you miss that, you're done.
The fact that Melee/Wizard/Death Test/TFT were very good will not be enough in my opinion. If Steve just want to update and reissue Melee/Wizard/Deathtest pretty much as they were, that's fine but will probably not gather a huge new audience. What might gather a huge new audience is a completely new and integrated TFT RPG, with tidied up rules (basic and advanced), great new art, map/hex tiles, counters/minis, monster book, adventure book, world book, GM screen etc, all available right at the start. And then an aggressive schedule of new module releases over the next months. If you look at the huge success of the AD&D adventure games Castle Ravenloft, Wrath of Ashardalon etc, they come in a big box with great quality rules, tiles, cards, minis, tokens etc, everything needed to play out of the box. But the games themselves are quite limited and every time I play them I'm aching for a meatier experience like TFT. If we could have TFT done like that we might have a winner; "TFT the boxed Adventure Game: Death Test!" It would of course be a big risk but the rewards could also be huge. |
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Edited to add: This is another reason why in-store preorders are critical to a game's success. If the buzz is out there before the game hits shelves, we get a head start on that ever-shrinking window. |
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One thing that didn't exist back in the late 70s was the whole Eurogame market. There were MB games and Monopoly and Risk and wargames but not the explosive family gaming experience that was/is Eurogaming.
People are primed to get their kids off social media and spend some interactive time with them, TFT could address that market, as well. |
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Success = published adventures.
If TFT comes out without a bunch of scenarios like those available for Pathfinder or DCC RPG, or a reboot of Death Test, etc., then I doubt it will stand a chance. There are just too many excellent adventures available from publishers like Goodman Games and Purple Sorcerer, or from download sites like DriveThruRPG.com for any kids to bother picking up yet another RPG rule set. And let's not forget the example of OSRs like Dark City games: why would anyone who likes their scenarios bother with a full-fledged TFT? A game is more than rules. No one expected Monopoly players to design their own board... |
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However, to also quote Alexander Graham Bell: "When one door closes, another opens; but we often look so long and so regretfully upon the closed door that we do not see the one which has opened for us." . |
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Last year, at Gen Con, there were over 500 new games debuted. At Essen, it was well over 1,000. In that crowded a field, many exceptional games get choked out through no fault of their own. |
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@ Andrew Hackard: Does SJ Games have an "evangelist" program like Goodman Games does?
A group of amateur GMs who host games at cons and their FLGS, hand out swag, talk up the games, etc? My FLGS carries a bunch of SJ games (Munchkins, Illuminanti, etc) and has an active gamer scene, but they mostly play MTG or Fate variants or the latest monster board game from Fantasy Flight or an indie publisher. |
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MiB. Of course.
Now that I know, you're not gonna have to brain-wipe me, are you? |
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looks like the right thread to ask:
you SJ Games staff surely already have an idea about the potential interest for the new TFT. So, do you check -among other things - also the number of visitors/posters of this forum? if yes ( and I 'm sure it's a yes), are these numbers encouraging compared to the numbers of the visitors/posters of the forums dedicated to other SJ Games releases? |
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Definitely going to be interested in quality programmed adventure (solo scenario, whatever you calll it) submissions. This will be true regardless of the format of the first re-release.
Of course, this means we have to revive our submissions procedures, since we have not been an active market for freelance work for several years now - too much in the pipeline already. |
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However, now that I think about: "a sweet-smelling Houri Fan-dancer",... from,.. AUSTIN, TX ?!? ROFL!!!!! |
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There is a nightmarish load of juvenile and disturbing programmed adventures (in my opinion, and others besides) for various sub-standard RPGs with deplorable artwork and arguably disappointing scenes; my hopes are for clever, well-written, intriguing, and engaging modules that explore the possibilities of TFT that set it apart from the rest. :) IMO, very good examples of this are present in original releases DT1, DT2, Orb Quest, ITL, and to slightly lesser degree Security Station and Grail Quest. |
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Andrew, based on the current market condition and environment you have described, are you generally indicating focusing on a promotional campaign, as a premarketing strategy, which at the first-stage systemically attempts to create "a heavy buzz" at an underground/grass-roots level, building-up potential energy and consumer interest over time, with a mid-goal of generating a hunger with the broader-market consumer; and an end-goal strategy timed to when the product prints and ships, so that upon release, that same installed consumer demand will greet the product at the cash register and upon delivery? Do I have your picture of the "work of selling" you indicated above accurate? . |
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So in what I laid-out in broad strokes as response, is that essentially the overview of the general strategic plan; irrespective of any specific details? . |
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I'd also avoid going too far down the solo/programmed adventure route. I'm probably in the minority in that view I know, but I'd rather see some good quality GM adventures. And in a regular size!!! |
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I agree with plenty of both!! |
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Genuine adventure modules, in my opinion, would be better. Obviously, we'd love to have lots of both. But in a world of limited resources, priorities must be established. I didn't have the same reaction as you to Tollenkar's Lair. I thought it was/is an excellent example of a plausible dungeon. But agreed, it is not a classic FRPG dungeon. |
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If I recall correctly - and I may not be - Tollenkar's Lair's was also dual-designed to also serve as an illustrated learning-aid for new TFT GM's just getting started - as we all were at that time! So why not take another look at it from a GM perspective, and see if there might be some meat you can steal and use elsewhere in your game-world. Even the least-popular of the post-SJ Metagaming/Games Research Group TFT offerings had SOMETHING worth stealing,... I mean "re-purposing". LOL! Speaking of re-purposing, I cannot tell you how many times I "re-purposed" sections of Tollenkar's Labyrinth. Wow! I would take sections of it - especially the "Double Map" inside the center-section of In The Labyrinth - and I would cut that place up vertically, horizontally, and every-which-way - and that was during the days of REAL "Cut and Paste". LOL! Need a Caverns accessed by tunnels? BAM! Need a stand alone Cave? BAM! Need a section of Catacombs? BAM! Need a Bandit's Hideout? BA,.. oh wait, it's already a Bandit Hide-out. LOL! Anyway, you can just grab what you need from sections you like and forget the rest. So many combinations; and I only got caught twice doing this by players. The point is, there is some real gaming-value there beyond the surface, if you dig (or cut and paste). Here is another cool thing you can do with Tollenkar's Lair: Take the existing module, and rip-out (figuratively, not literally) all the things in there which are NOT to your liking and do not fit into your vision of what you wished it was. I am talking: Background, Rumors, Characters, Monsters, Traps, Descriptions; if you don't like anything in it as written, out it goes! BUT then, go back and put back in your own stuff - how YOU would do it - as either part of a High-Fantasy Adventure which satisfies you, OR, how YOU would have presented Tollenkar's Lair originally, and fill it back up AND MAKE IT BETTER. Who knows Chris, you may find your own re-write of "Tollenkar: The Redo" or "Tolkien-arh" (if you want to go High-Fantasy) is so good; you might try selling it back to SJ !!! LOL! Now THAT would be a GREAT TFT story LOL! Either way, ENJOY! |
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In any case, a map of the programmed adventure that is indexed with the paragraphs would allow GMs to run it reasonably efficiently. And if the adventure is available in electronic form, a sufficiently motivated GM can copy/paste the text into a more GM-friendly format. |
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Bryce Lynch, who isn't a technical writer but has been reviewing published scenarios for a decade or so, has developed an excellent checklist of adventure technical writing do's & don'ts. And he has a simple guiding principle: the writer's job is to make running the scenario as easy as possible. For what it's worth, I can attest that the scenarios he reviews favorably, while sometimes not to my taste, are excellently crafted, viscerally but simply described, very well organized and thematically coherent. Just my $.02. |
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In reference to programmed vs. books of ideas, maps, suggestions, backgrounds, etc., both can be fun, but it takes a LOT of work to design an adventure, make allowances for what the players might want to do and what the GM is prepared to do, keep it balanced, etc. etc. in a populate the world approach with just a book of "stuff". Like is said, ideas are free for the taking, it's the implementation that shows the work.
Not a lot of players will volunteer for that, nor may they have the time, and left with having to prepare for days and weeks to design something in the hopes that potential players won't turn their noses up on or sit silently while they consider mowing the lawn, programmed adventures can be the answer. "Hey, why don't we play TFT?" becomes a real option when everyone can sit down and try once more to get through a particularly challenging and interesting adventure without much up front work by the GM. Someone is selected to forego their character to instead survive the entire evening as GM, while the others design away and the GM preps quickly. Without that option, it probably won't be played, in my experience. I don't think anyone in our group *ever* played a programmed module solo, it's interesting that people call it that! Of course, a skilled and dedicated person can design, through many months of hard work, a programmed adventure as a GM unmotivated by compensation or publication, but it almost certainly will not rise to the standard of a professionally developed and tested commercial venture. Excellent programmed replayable adventures are what I would want to see to help get people into the system quickly and easily, then books of ideas for those who have the motivation, time, and interest to develop them into worthwhile adventuring. |
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One way to increase replayability of something like Death Test is to list all the rooms (and maybe even a few extras so you're never quite sure what you'll get) and then have the players roll randomly to see what room comes next -- the predictability of the encounters drops off dramatically that way... (I can't take credit for the idea -- it's actually Marko Tabyanan's idea.) As far as GrailQuest goes, I have to say I think it was one of the best microquests ever designed. I sincerely hope that it somehow makes it back into print one of these days! Basically, it broke the mini-dungeon mold set by DT and DT2, and widened the horizons of a programmed adventure quite brilliantly! I totally agree with you on Tollenkar's Lair, my only objection being that it always felt like we were only getting about half the story... ;-) |
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That was the intent from the beginning, but I look to the original creator of TFT to either continue with his ideas or massage others' to ensure a great product worthy of many repeated playings. |
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Two great companies working together! |
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I've not looked at the adventures because they're priced about $13... but they've got about 20 titles out. (Their "Retroclone" rules are more pseudo-clone - they handle skills different from TFT talents.) |
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In mid '76 Before MELEE came out, moved from our Austin property on Brodie Lane off 290 - now get these directions: "just before 'Convict Hill Rd' comes into Brodie, and if you hit 'W Slaughter Ln' you went too far". I am 100% serious about that! LOL! We didn't even have a normal mailing address back then; it was just some wacky Rural Route code. NOW think what it would have been like as a Jr High kid in '77 after the release of Melee, to ask other kids to come over to play this new game where you chop each other up, IF you don't fill each other up with arrows first,.. and use those directions to your house LOL! I couldn't have found Metagaming back in the day, as I didn't start driving until around 1980. Even if I had known about the TFT Play-Test Sessions, the address printed on the Microgame Boxes would have lead me to a Post Office over on the other side of the Colorado River and UT - and I probably would not have thought to simply write and ask where they were physically located LOL! As a teen, all kinds of wacky projections go on through your mind, like: If I had called to ask if i could join the Play-Test Group, what if HT might have told me: "If you're too dumb to find us, you're too dumb play with us" <click> Dial Tone And, What if HT might have asked me where I lived? "Uh,..on Brodie, near,..Uh,.. Convict Hill,.. ugh,...before,.. ugh... Slaughter Ln,... " <click> Dial-Tone So we both had bad timing; and I just had a worse address . |
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I got Melee in 9th grade (1979). Actually, I accidentally bought Death Test first. But even though I lacked the rules for combat, I was intrigued. Then a buddy bought Melee and showed it to me. For some odd reason, the individual weapon counters stood out. I was already a Metagaming fan due to Ogre/GEV. So I bought Melee. Then Wizard. I tried a number of ways to use Melee with AD&D, but teenaged AD&D players in my school were utterly hidebound. Then ITL came out. I accidentally bought Advanced Melee first (a recurring theme in my early wargame days) instead of ITL. Then Advanced Wizard because the store was sold out of ITL. Finally, a good while later, ITL was back in stock. In fact, I was on the verge of starting a roleplaying campaign modeled after D&D but using Advanced Melee when I got ITL. My reaction was "Huh. That's an easy way to do characters." I started the first of MANY TFT campaigns a week later. |
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I see you are located in Tyler. You would have had ride on the back of one of those AMAZING Smoked Turkeys from Greenberg's for over 200 miles to get down to Austin - before cooking it, of course - and see if you could have picked-up a copy of ITL at Metagaming in-person LOL! |
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In short, I strongly recommend them to anyone looking for some new adventures to run -- heck, they even have a more-or-less consistent "game world" (which is explained in some detail in the "Campaign Guide" included in Fire in the Streets). For those interested in taking a look, here's a link to the DCG web page... (Note: I include the link with a bit of trepidation, but rely on Steve Jackson's comment a month or two ago regarding including links to places where things can be purchased as permitting this -- since technically, I guess, DCG is in "competition" with SJG. Also, since SJG doesn't actually have anything TFT on the market yet, I don't feel I'm cutting into their profits by doing this. However, if Steve or Andrew feel differently about it, I trust they'll either ask me to delete the link, or do so themselves...) |
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LOL! We did get a proper address after we moved,... just so TSG could be delivered ;-) |
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After the Marine Corps and college, I entered the casino industry; so at least I was around GAMES all day; and in terms of "Game Design", a Casino is a really just a big "Labyrinth for Profit" of sorts; if you really think about it from an inside perspective. Speaking of which, back in the day, did you and your TFT buddies ever gamble (you know, .25cents) on your Melee matches in the early days? What a blast THAT was! LOL! WOW! Remember when TSG, or it could it have been in Interplay,.. (not sure, and wouldn't you know it, my Reference Librarian is on vacation this week - i.e. don't feel like looking it up) when that spot-piece announced that Martian Metals burnt-down, and that would be the end to the TFT MINITURES? |
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However, for a good while, we had a toy store that carried a sizeable inventory of AH and SPI games; a hobby store that carried a deep stock of historical and fantasy miniatures, Metagaming stuff, SPI/AH and a fair amount of small press stuff; and another toy store that was sort of in the middle between the other two. And the first two were in a shopping across the street from the mall that contained the third. In those days, Texas had the blue laws so the mall was closed on Sunday. We had at least 3 good sized game conventions on Sundays at the mall. Howard Thompson was a guest at at least one of them. For a town of 70,000 that wasn’t bad at all. Quote:
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Although with TFT using the original baggies and then, the cardboard boxes, and then lastly, the plastic clam-shells (for SJ Games Pocket-Boxes), were a natural progression of: low production-cost packaging solutions - yet, notice how the material, production, engineering and tooling cost increase over time - I always wished for TFT MICRO's to be packaged a scaled-version of the SPI-style vaccu-form plastic counter-tray with the clear lid packaging - especially with the printed rules-set cover serving as the front-box art through the clear plastic - I thought the SPI packaging-designer was brilliant Quote:
We didn't have an atmosphere like that with our TFT group interestingly enough - and trust me, were we ALL champion "zinger-artists". However, 3M's 'Acquire' by Sid Saxon, and Albert Lamorisse's 'Risk', those were the games that came with 3d6 worth of: "Vex & Taunt" - Hey, that sounds like a new game title!! - as part-and-parcel during our play with the other games we also loved. But in TFT, no; we were so deep in head-space, and so highly focused that I image to an outside observer, we may have resembled a group of Mediums in a Seance'. Also, the fact that we played by candle-lite, huddled together in semi-darkness, and spoke in very low voice - as though we were playing ITL somewhere deep within a ancient labyrinth - served to strengthen the whole mood and atmosphere for us. For a very long time we, as players, were so staunchly committed and into the whole: "If you do it, your character does it; if you say it, your character says it" play-style - that no one wanted with them: soda-pop, chips, radio playing, etc. We were 5 people, who for years, collectively shared and experienced an extremely vivid transcendental supernaut-type experience; but, fueled only with TFT working on our imaginations and through the theatre of our mind's-eye. THAT, right there, was, for our group: THE MAGIC OF THE FANTASY TRIP I think it was because our heads were collectively SO DEEP into the "Reality of the Fantasy"; that, along with unique ability that TFT had on us to transport us dimensionally into an altered-state-of-consciousness, it REALLY was THE FANTASY TRIP for us. So, everyone's attitude was passionately and sharply focused on "Maintaining the Spell" - and for no other reason. . |
Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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But yes, I totally agree that I wish there were better packaging options available. I know my Ogre garage has held up remarkably well, but it's only what, five or six years old? And I'll bet it was a HELL of a lot more expensive than those old SPI counter trays! Still, maybe Steve will give us something wonderful with the TFT Kickstarter when it goes live! |
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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So yes, I'd agree it was a good choice. Except, maybe we would need some different sized counter tray slots (I realize they would ALL have to basically be bigger to accommodate the larger counters, which means fewer of them, sadly) for things like 2-hex, 3-hex, 4-hex, 7-hex (hopefully two different types), and, dare I hope for it? 10-hex and 14-hex creatures!!!!! ;-) So maybe we'll need a differently engineered Ogre Garage after all -- a "Monster Lair"? Plus, I assume he still has his heart set on miniatures... |
Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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Tough to choose a favorite. |
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