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LAW
May 13, 2011 10:52:02 GMT -5
Post by mister frau blucher on May 13, 2011 10:52:02 GMT -5
As many of you know, our Legends of the Ancient World rules are based on the old Melee/Wizard/TFT rules. They have gone through several iterations over the years, and are at a point we are done tinkering with them. Not to say they are perfect, but then no set of rules ever are, eh?
The Legends of the Ancient World Core rules will always be free, on the darkcitygames.com website and in each adventure booklet.
We hope you stay tuned!
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LAW
May 28, 2011 13:21:24 GMT -5
Post by mabon5127 on May 28, 2011 13:21:24 GMT -5
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LAW
Jul 6, 2011 17:36:16 GMT -5
Post by lkmjbc3 on Jul 6, 2011 17:36:16 GMT -5
Any more ideas on an advanced rule set?
Some of the older modules had rules for weapon reach...etc...
I would love to see the system furthered by some add-on rules..
Joe Collins
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LAW
Jul 7, 2011 8:46:20 GMT -5
Post by mister frau blucher on Jul 7, 2011 8:46:20 GMT -5
Joe,
This is a topic that has been bandied about for several years now. I am a little reluctant to discuss it too much at this point, as our credibility has been stretched a bit over the years as we have said an advanced ruleset is coming out, and then it doesn't appear.
Here is the main issue - consensus on the rules. Our main thing is they have to be simple - even the advanced rules should be straightforward and intuitive enough that you should not need to consult a chart.
We also want to avoid the "here is how I would fix Melee" syndrome, which I have fallen into from time to time. Just about everybody has their own vision, and they do not all mesh when you start getting more detailed.
This is not to say no, there will not be advanced rules, but they need to be done right.
George and I got together a month and a half ago and played through a bunch of stuff. That is when we boiled things down to the Core rules. There were other things we did not include, that we continue working on. Most if not all of that will be posted here in the coming months for comments from our friends and customers.
For the immediate future, though, we are focused on our next adventure - we will keep you posted!
Thanks for your intrest in this topic, Joe, please stick around and hold us to the grindstone!
Bret
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LAW
Jan 25, 2012 16:55:48 GMT -5
Post by Julianus Petronius Merenda on Jan 25, 2012 16:55:48 GMT -5
I've been a TFT fan for years. Melee was the game that got me into RPGing and D&D (yea... that many years). You guys have done a great job "upgrading" the rules. As a "mindless" exercise to learn the "new" rules and dissipate my old TFT rules bias, I did my own "repackaging/reformatting" of the rules: Copied the base rules into one file, copied and consolidated the skills from LAW, LTS and LUW into another. The same for Weapons/Armor. Separated out Magic and the (nicely refined) Small Craft rules into yet 2 more and grabbed your "one page" Psionic rules from the LTS topic into its own file. I did this partially because I wanted all the "similar" information in one place. For me it worked out rather well especially since I also formatted the page size to work well on my iPad. Now I need to find some players interested in playing (my DnD group thinks the're not -complex- enough... humph).
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LAW
Jan 26, 2012 17:46:56 GMT -5
Post by mister frau blucher on Jan 26, 2012 17:46:56 GMT -5
Julianus,
Thank you for the kind words. Glad that compiled document is to your liking, and I hope you can find some players! For a long time, mostly in the 80's and early 90's, I felt that complexity was preferable, but not any more. I still like complex rules, and have no problems with people who prefer complexity, but man these days I just prefer simplicity. You can actually simulate a lot with simple rules frameworks, but sometimes it requires a bit of effort for players to see that.
At any rate, thanks again, and welcome to the boards!
Bret
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LAW
Mar 14, 2012 15:47:03 GMT -5
Post by klingor on Mar 14, 2012 15:47:03 GMT -5
Complexity for its own sake is not good. The rules of chess or Go are not complex, but mastering the strategies and tactics for these games is an endless learning curve and can take a lifetime. I loved Melee,Wizard and (especially) ITL when the Advanced versions came out. These added depth but not complexity (compare and contrast D&D!) DCG, to my mind, have done a very good job of keeping to the original simplicity of the rules while enabling individuality of characters to develop. By divorcing skill sets from the 3 basic attributes, the game acquires depth and subtlety, especially if you are running a multi-character party through an adventure. In this way, the individual party members can develop and progress by dint of another party member being more suited to answering a particular challenge (the whole is greater than the sum of the parts) Cheers Colin
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