Sunday, December 23, 2012

Super Heroic

I have made mention a few time in previous posts why HOW, unlike TFT, does not allow for Attributes to increase with experience.  I made mention that I disliked the traditional TFT experience system because it created super-heroic characters that, even for a fantasy game, became absurd.  Apparently I was not alone in these thoughts.



This always rankled me as well. Part of this no doubt stems from the philosophy of "realism" implied and underlying the system as a whole. TFT used a sensible and logical system to provide the mechanical basis for playing an adventure game. My own preference for heroic, over super heroic, game play is a clear design element of Heroes & Other Worlds, and is based on what I saw in the foundations of the original system. 

Somewhere, so it seems to me, the ability to increase skills instead of attributes became an unavailable option in TFT.  As both Melee & Wizard allowed only attribute increases in their rules, and as they served as the foundation stones for the Fantasy Trip, it seems logical that only attribute increases with experience would carry through. I disagreed with this and the result is the experience system in Heroes & Other Worlds.

3 comments:

  1. I love the idea of T&T being a Marvel Universe meets Middle Earth setting where Aragon, Merlin, The Grey Mouser, Conan, Elric, Thor, Wolverine, and Gambit kick ass and take names. I also love Steve Perin's first couple of tilts at the RPG realism windmill. I also love Heroes & Other Worlds increase the skills, not the stats approach which I think works really well.

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  2. Thanks Narmer!

    Hello Lee, I think each game has its own feel via the mechanics, and those mechanics reflect the designer's tone and prejudices. Anyone reading the T&T spell list already knows to expect a colorful game world. GURPS is a mechanics blue print and tool box with lost of little nuts & bolts to play with...sort of the Ikea (some assembly required) of game systems.

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