The Forge Reference Project

 

Topic: finally got it
Started by: contracycle
Started on: 12/13/2002
Board: The Riddle of Steel


On 12/13/2002 at 11:17am, contracycle wrote:
finally got it

So, I FINALLY got a copy of TROS. Just thought I'd share my opinion now that I can see the real beast. I've not read all of it yet.

I like the magic breakdown, the structure is pretty cool. I don't have a sense of the power weightings yet, but I know and agree with the design intent. Looks good.

I like most of the combat structure, the die use I had seen discussed here is funky, got a good response from one of my players. I dislike the huge batch of tables though; this is what drove me off my own hit location based system. Not sure that there are any realistic alternatives, but I find them a right pain.

Mostly I thought it was very well written (I have not read all of it yet, it has to be said). Very good and engaging tone and I think it really does direct attention away from the crawl mentality and toward a more thinking style of game. Nice work.

I've not bought an FRPG for years and years; no innovat6ion, too much reprition of the same old same old. I think you've gone a long way to reinvigorating the genre.

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On 12/14/2002 at 6:11am, Jake Norwood wrote:
RE: finally got it

Gareth-

First off, you gotta know that I'm overjoyed that you both have the book and think well of it. We've got a few pretty good solutions to the oodles of damage tables, including a condensed version of them and an ultra-condensed version of them (one table, natch), not to mention a program that does it all written by our own Brian Leybourne.

Tell us more as you go on.

Jake

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On 12/14/2002 at 7:55am, Brian Leybourne wrote:
RE: finally got it

Jake Norwood wrote: We've got a few pretty good solutions to the oodles of damage tables, including a condensed version of them and an ultra-condensed version of them (one table, natch), not to mention a program that does it all written by our own Brian Leybourne.


Plus (as has been mentioned before) the damage tables look pretty daunting, but it's not a system like Rolemaster where you're constantly referring to them - in TROS combat the first time (per combat) you pull out the damage table usually ends the fight, or guarantees that the NEXT time you pull them out it's over.

Plus, depending on how your Seneschal is playing NPC's, for most of them the first hit probably makes them drop their weapons and beg for their lives anyway - a cell guard working for 2 copper a day isn't going to lay down his life to stop someone breaking out the petty thief in the cell, is he?

But yeah, I've seen the condensed damage tables, and they're damn spiffy (if a tad hard on the eyes), plus if you have access to a laptop while you play, the damage table reference software puts them only a single click away in a nice graphical interface.

Brian.

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On 12/14/2002 at 11:30pm, contracycle wrote:
RE: finally got it

Cool. I agree with the fact that they are used rather rarely. Anyway, I showed it to one of my old players and he will be getting his own copy right away. Actually, I was thinking that what I relaly meant to say in my post above is that despite all of what might be considered hype I've heard about TROS, the actual product lived up to it. Which is quite a thing.

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On 12/15/2002 at 2:38am, Ron Edwards wrote:
RE: finally got it

Hi Gareth,

I've been looking forward to asking you about how you view the content-potential of TROS' social classes. On the face of it, they're merely descriptive, but in my game, one of the players felt quite strongly about his character's Drive, which was to "rise in the world," i.e., change his socioeconomic status. This was a fantastic development, as his original character-creation strategy, I think, was merely to get rid of a "low thing" and place his "high things" into practical elements of the character ... but it became a driving, central issue of play.

Anyway, issues surrounding social class are legion, but I think that TROS offers a simultaneously harsh but fluid framework that leads to very solid stories.

Best,
Ron

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On 12/16/2002 at 7:57pm, contracycle wrote:
RE: finally got it

Well, I'd probably put that down to the SA's mostly myself, but the presentation of social class does make it a viable subject of character ambition. The absence of class structures in most fantasy RPG means that people seldom bother about it, while in TROS its a very early choice (insert standard quibble about limited-currency character generation). It also has significant distinctions in capability, which is good, in that it makes these issues significant.

But its fairly thin... could do with more discussion on the relevant social contracts and differentiation by culture. Followers are mentioned but not explored, perhaps I have been spoiled by HW in this regard. But apart from making you rich, I suspect that status would not be as effective in play as a high priority investment in vagaries or proficiencies. This could well happen if the actual Seneschal makes it relevant, but it risks disapearing in the road trip style of game. That said, I'd kinda expect the SA's to provoke more interpersonal interaction, and allow opportunities for these things to be addressed.

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On 12/16/2002 at 9:10pm, Valamir wrote:
RE: finally got it

I also share a overwhelming hatred for tables and charts that need to be referenced in play. But one thing I've found about TROS's tables is that they are fairly consistant and relatively easy to apply "on the fly" for GM's whose players aren't going to wail about getting every +/- 1 right.

For instance, if you get hit with a level 5 wound for the most part the only thing the table will tell you is some variation on "you're dead" or soon to be. Unless a PC or very major villain is involved that's usually enough to skip right to the "he's down and out" stage without caring about exactly how down or out he is. For most combats I've done with general opponents I never look up the table at all...and just wing what the effects of a level 3 wound are for them.

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On 12/16/2002 at 9:15pm, Mokkurkalfe wrote:
RE: finally got it

I usually do it the way Valamir does. Any thug that get's a level 4 or 5 wound is down or flees, except for a few freaks thrown in for flavor and variations. My players were very suprised when a simple guard fought on with only one arm.

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