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Old 08-03-2018, 09:26 AM   #11
Tolenkar
 
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Join Date: Jun 2018
Location: Cidri
Default Re: Sell Me on The Fantasy Trip

I would just point out two things that I thought were important with creating a great TFT experience back in the early 80's (and I think are still relevant):

Easy to learn: I just don't mean for the GM. It was key that you can have someone that is only vaguely familiar with RPGs make a character up for an adventure in only a few minutes. It is very easy to get someone quickly into the adventure. There were plenty of times when someone's character got killed in an adventure and they were able to create a new character, on the spot, and were back in the game the same night. I created a D&D character recently and it took a separate session, about two hours just to make one character.

Flexible: This concept is embedded in TFT. There may be other RPGs out there now that have given players options, but TFT really was the first comprehensive system to do that with character creation. There are only two classes, Fighter & Wizard, and even with those, you can crossover and combine skills and spells. The emphasis is on the story the GM creates. Our group loved this and the creation of adventures and worlds seemed pretty easy. the structure is just enough, and comprehensive enough, so that the GM does not have to invent everything. Combat is the most structured (it gives a clarity that I think is important in resolving situations) without getting bogged down. It is fast and decisive so that the adventure can get on.

In one sound bite: It is easy to play for all but allows for a depth of adventure mastery and story telling.


I hope this helps. In my opinion, you really can't go wrong. If budget is your concern, pledge the PDF level on the Kickstarter and try it with some friends. I'm sure you will be seeing TFT on the shelves at some point and can pick up more later. That, also, was one of the strengths of TFT: modularity... you can grow into without a lot of initial outlay.

-Tolenkar
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