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#1 | |
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Banned
Join Date: Mar 2018
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Quote:
I would commend you to an easy-to-digest article, which will provide you basic qualitative information pertaining to the most basic characteristics and abilities of the 72 demons of the Ars Goetia; without having to translate Latin nor read either the Mathers or Crowley translations of the De praestigiis daemonum, of 1563. The article will immediately provide you a *D&D Monster Manual*-styled listing - with some pictures - of the demons contained within the The Lesser Key of Solomon, also known as Clavicula Salomonis Regis, or The Lemegeton; which is an anonymous grimoire on demonology. However, based on a recently expressed philosophical position by the designer on the subject of TFT providing basic qualitative descriptions for a thing in TFT: "There has to be room for the GM's creativity, and he should not be choked with detail that he might not use." Which, on it's own, would appear to indicate that a published TFT supplement detailing these things for players - a Demon Manual for The Fantasy Trip if you will - would go directly against that stated philosophy; and if held, would reasonably indicate that the future publication of such a product for players, unlikely. Therefore, your own imagination - *after being coupled to some well-informed preexisting research* - may be a much more fertile source of generating and defining phantasmagorical demons for your Cidri. Thus, if you will pardon the pun, you may find this most elementary style of basic qualitative information with which to describe demons - or hazardous flora for that matter - bound to your own home game. Sometimes, you just need to know where to look, or a friend point you in the direction of the where the information exists; the imagination is left to be supplied by you. Here is the link to the article I referenced above: https://en.wikipedia.org/wiki/List_o...the_Ars_Goetia JK |
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#2 | |
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Join Date: May 2018
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Quote:
I guess I'll have to write up another proposed TFT system for knowledge gathering, based on non-attribute rolls (see the non-attribute rolls thread for details) and how to use it to create an on-the-fly story that feels deeper than it actually is. Flop back and forth between this technique and solid, pre-built story and you'll get something really cool. |
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#3 |
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Join Date: Jun 2018
Location: Cidri
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Just two really quick thoughts:
Karma: you know what she is. I like the idea. I have used karma points in a TFT style campaign and they worked well to offset those moments when she is being a, you know... Rick and Skarg: Wow! Just, wow! The amount of great work both of you have put into looking at this is... wow. It will take me a while to digest it. I remember our group only getting maybe one wish, ever, in several years of play. So, I never really had to think about the choices. Thank you both for illuminating me on them. Here's "wishing" you a great day (Doh! did I just use my last wish), Tolenkar
__________________
Yes, I know Tollenkar is misspelled. I did it on purpose. Apparently, I purposefully misspell words all the time... |
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#4 |
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Join Date: Aug 2004
Location: Columbia, Maryland
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Would this be something similar to "Fate points" in FATE or "Momentum" in Star Trek Adventures? In any case, I think it is a trend in rpgs that I like. In the old days "karma" was me the GM intervening, and I was fine with that, but giving that option to the players puts decision making in their hands, upping their level of fun. Imho.
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#5 | |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Quote:
Yes, I use this in my games. It allows characters to increase in power without excessive attribute bloat. I call it "Hero" points, but you could call it Luck points or whatever. |
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