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#1 |
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Join Date: Dec 2017
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One of the things I like about TFT is the notion that play can flow from one length/time scale to another with relatively uniform approaches to maps, game turns, etc. I have two questions for the hive mind:
1) What scales do you prefer? The ones presented are 1.33 m/hex with 5 s turns, 4 m/hex with 5 s turns, 20 m/hex with unspecified time scale (at least, I think...) and 12.5 km/hex with 1 day turns. Do you think this is the appropriate set or would you prefer another? 2) Personally, I feel the idea of self-similar rules across different scales should be developed in a more concrete way to encourage/support modes of play besides combat - particularly exploration at the scales of dungeons and challenging overland travel. E.g., I would prefer that the basic structure of the TFT turn (initiative/select from 3 movement options/perform 1 action from a list permitted to your movement option) applied at all scales, and that the time and distance scales allow you to just use your MA as your rate of movement in hexes/turn at every scale. It would take, like 5-10 pages of rules to lay out how this would work at a huge range of scales of play, and would support a lot of different activities that are currently relegated to the usual 'make it up as you go along' fall back plan. What do you make of this idea? |
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#2 | |
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Join Date: Nov 2010
Location: Arizona
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I can see why you would guess that many additional pages, if you want to formalize movement, etc. at each scale with options, etc., at each level of mapping; but is all that formalization really necessary? Really all you need to do is figure out some way to determine which group moves first, whether or not your group becomes lost, and how far they can see. Even Barbarian Prince (which is not the best written set of rules I've ever seen) handled this in only two pages of rules and two pages of charts (one of which is specific to the game booklet contents and would either be radically simplified or shortened if adapted to another, more generic, game), which is pretty short for a core mechanic such as map movement was for BP. |
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#3 |
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Join Date: Dec 2017
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This is a matter of taste, of course. One could say everything you wrote about melee combat as well, and there are games that treat combat with the broadest of brush strokes. So, the question is whether or not one likes the idea of treating exploration of dungeons, cities, landscapes, wilderness travel, etc. as a game-within-a-game, much as we do fighting. Personally, I think this is a very good idea because it brings the same immediacy, challenges and player decision making that makes combat fun.
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#4 | |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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#5 |
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Join Date: Dec 2017
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Just to put it all into perspective, the very first version of the very first table top roleplaying game had a larger volume of more detailed support for km-scale wilderness exploration and skirmish or large unit mass combat than it did for small group close combat. D+D assumed you had and used Chainmail as your main combat engine, and suggested you run out and get Outdoor Survival. And one of the earliest new contributions to the hobby was En Garde!, which focused on very organized, structured week time scale campaign play. So, for sure the hobby has come to focus most of its rules for structured play on personal combat, and TFT is mostly in that camp...but not entirely. Even as simple a game as this spent a surprisingly about of its sparse page count on jobs, paying taxes, the difference between play at 1-m and 3-m scales, 20m scale maps, etc. These are really just seeds of a deliberately crafted set of rules for such things, but the idea is there. Of course if you don't like it then don't do it. But I think it is just a better way of playing such games, whatever your core system.
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#6 | |||
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Join Date: Nov 2010
Location: Arizona
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#7 |
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Join Date: Jan 2018
Location: Sydney, Australia
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A minor issue: the distance between two megahex centres isn't three times the distance between hex centres, in fact the ratio is only the square root of 7. (You can calculate this with Pythagoras or just notice that there are 7 hexes in a megahex, answer's the same either way.) So the size of a megahex is about 3.5 metres.
As a consequence: if you're counting hexes instead of megahexes for archery range, and want to impose a penalty of -1 DX every 2 megahexes, it's actually a closer approximation to save -1 DX per 5 hexes than -1 DX per 6 hexes. |
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#8 | |
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Join Date: Nov 2010
Location: Arizona
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#9 |
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Join Date: Jan 2018
Location: Sydney, Australia
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#10 |
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Join Date: Nov 2010
Location: Arizona
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