Thanks to the miracle of saved searches on eBay, along with some feverish last-second bidding, I managed to snag this little beauty last week for a fiver:
It's the 1985 second edition of FTL: 2448
, Tri-Tac's game of spacecraft and aliens, and inevitably looks rather primitive next to the two volume 1993 version with its fancy perfect bound colour covers, but I'm fond of these editions. This was how I first saw the games, in reviews and adverts in Space Gamer
and other magazines; rarely, I glimpsed them in shops. For all of their faults (and they do have quite a number) there's something strangely appealing about the dense text, shoddy binding and wonderful Doug Blanchard art. Flicking through FTL: 2448
brought me face-to-face with the Tri-Tac system again, the same one, bar a few minor deviations, used in Fringeworthy
. It left me wondering.
How much difference to you as a listener does the system really make? Obviously if it's making life difficult for the players (or the GM... *sigh*...) that's one thing, but assume that it's ticking along and not especially getting in the way or causing problems for anyone... do you care about the rules? I ask because I want to play more Tri-Tac, probably starting with a return to Fringeworthy
, and my initial thought was to switch systems. That could be very easily done: there's a playtest document kicking around for Savage Worlds
and I've already made a few notes for D6
. I don't particularly have anything against the Tri-Tac system, though; it's just rather clunky in places (and insanely detailed in others) which can be fudged as and when required. So, if we do make a return to the many worlds of Fringeworthy
how would you like to see it run?