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[FTA!] Translated conclusion from my German play-test review

Started by Skyrock, December 13, 2007, 06:27:24 PM

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Skyrock



Note #1:
This is just a translation of the conclusion part of my German play-test review - I could translate it all, but it wouldn't be an enjoyable read.
If you want the technical specifications, you should rather read the review by pspahn. Or if you understand German, you can try the whole review here.

Note #2:
I have a minor connection to creator RPGPundit and publisher Clash Bowley, as I participated in the FTA! random chart contest and  received a prize for being printed in FTA!GN, and furthermore submitted a game aid for the official homepage.
While I think that this doesn't prejudice my judgement, you should be in the know about it before proceeding.

Conclusion
What's hot about the game:
1. Stunts: If there's a thing in the game that's t3h aw3som3, it's this one. They make skill-monkeys useful during combat, they allow to be creative without leaving away clear-cut mechanical effects, and they make the game shine among the bazillion fantasy RPGs. Sure, this angle was tried before, but either it wasn't wholeheartedly done (e.g. Savage Worlds and its Tests of Will), or it was equalised forge-porge where everything works the same exchangeable way (The Pool, HeroQuest, Risus, Wushu).
2. Combat in general: Combats is an exciting affair, combat is fun, combat offers interesting tactical options, and is still quick and simple enough for beginners.
3. Character creation in general:Apart of equipment (see below) it runs fast, furious and fun, so that you can really have your PC done within 5-10 minutes. Even if you don't have a clue what a character it should be, you can just roll your attributes in order and look what you get.
4. Dungeon generator: It isn't exactly miracle working, but it's a good aid in GMs prep work. More RPGs should have such aids.

These are the parts that deserve to be kicked into the nuts:
1. Organization: I'm not saying "It doesn't look pretty." (Not that it does.) No, I talk strictly about organization. The book lacks summaries and compilations, and the rules are written without redundancy and wildly scattered throughout the continuous text. That makes it tough to find stuff quickly.
2. ACT-/PAS-differentation: It doesn't bring in much variety, but makes everything more complicated. This is even more true as the division isn't really consistently done. (E.g., to sling actively spells is PAS WIS, while many stunts are resisted with ACT.)
Personally, I'd merge the two into a single general skill competency stat.
3. Equipment micor-management: It takes too long to buy every single rope, torch and 10'-pole during character creation and is it's biggest showstopper. Here you'd need either pre-made packages like a "woodsman package", more pre-given starting equipment at the expense of starting money, or just hand-wave this part and say "yeah, you've got a rope and your torches, now go ahead".

Overall, I give that game 3 of 4 possible Funny Uruguayan Soccer Mascot Thingies:


It's a good system to go "Forward... to Adventure!" and have uncomplicated adventure gaming fun. With house-rules to counter euipment micro-management and the ACT-/PAS-diversion, as well as few game aids to keep rules overview it should be a real blast, though even as delivered you can find many fully commercial fantasy RPGs that are worse then FTA.
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Skyrock

Hm, it said it knows BB-Code and now it's fucked up anyway...
So, if you're wondering about what Funny Uruguayan Soccer Mascot Thingies look like, check the forums thread to this review:
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RPGPundit

Thank you very much, Skyrock.

For the record, the ACT/PAS differentiation was mostly created to help insure game balance between classes, and to create a difference between "level-based skill bonuses" (so I didn't have to give, and people didn't have to spend time spending on, dozens of skill points) and "Saving throws".

As for equipment "micro management", that's not a bad idea you have there. I used a very traditional equipment list in order for it to have that definite "Old School" feel to it, but it would certainly be a timesaver to have the various "Kits" as well.

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Skyrock

Quote from: RPGPunditFor the record, the ACT/PAS differentiation was mostly created to help insure game balance between classes, and to create a difference between "level-based skill bonuses" (so I didn't have to give, and people didn't have to spend time spending on, dozens of skill points) and "Saving throws".
Yes, that was my assumption about ACT: As a flat competence bonus to skills to save some time in character progression. I think it's a pretty neat rules idea. Thanks for confirming this.

My problem was rather more when which of these two applies, as it didn't make much sense to me to "passively" sling spells while stunts are "actively" resisted. Thinking of this diversion as "acquired skill-use" vs "innate saving throw" rather then "active" vs "passive", the system makes now more sense to me, and now I can see why for instance warriors quickly gain PAS but are low on ACT.

Thanks for sharing you thoughts behind the design :)
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When I write "TDE", I mean "The Dark Eye". Wanna know more? Way more?