Post originally by Eclectic-wave at 2005-06-13 13:00:45
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Why didn't you just come out and state that you didn't like the setting, but thought that the rules were good. Because aside from the layout of the spells (a justifiable beef) all your problems is with the setting of the game.
Post originally by Keith Higdon (hive_mind) at 2005-06-13 13:39:14
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I agree. Of all the flaws you metioned, only 2 were with something other than the setting. Now while I happen to agree with you (to a point) about the editing, I hardly feel that it reduces the game to bargain bin quality.
I would have loved more backround as well, but the truth is the game has been out for a looong time in form or another. There's just too much information available to easily fit into one book. There is a ton of backround material available, all of which can easily be used with GOO's Tekumel book. It's available at Tita's House of Games or Drive Thru Rpg.
Post originally by dulahan at 2005-06-13 13:46:07
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The whole point with thieves is that, yeah... they do exist. But the problem is. It is rare because not only is the thief punished, but his entire family is. Especially if he avoids capture, and is known to be the culprit. And the penalty is... gruesome at best.
Furthermore, downtrodden and poor. Maybe. But the clan structure makes certain that even the poorest members of a clan have housing, food, and a career. Hence there isn't quite so much reason to go all out.
Moreso, religion requires people accept their role. To act nobly (within their role and religion) so they may be reborn in a better position in their next life on the next plane. And religion is a much more important facet of a society when the Gods and Demons are a part of ones life, and quite visibly so with magic involved. One is a lot more likely to follow the tenants when they -know- there is a hell waiting for them if they don't. And they know their family (Wife, children, fathers, mothers....) will be killed too.
Post originally by RJ Grady at 2005-06-13 13:51:28
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There's no reason in the world you can't run a game of clanless PCs. Just understand that they are undersirables and outlaws. Just as in the real world, theft is rarely profitable in the long run. But if you want to play a character going up against the might of social convention and the power of the clans, feel free.
The idea of social status rather misses the point. Yes, in proper society, people of vastly differing social status have a very artifical way of interacting. But there are hedges. Characters may use go-betweens. Certain clandestine meetings may bridge the social gap. And, of course, the military, though dominated by the aristoracy, is itself largely classless.
As for how slave traders can be ignoble, yet slavery prevalent, the answer is hypocrisy. As to how slave trading is an ignoble profession yet everyone supposed to adhere to his station in life... while the trade itself may be disfavorable, there are still righteous slave traders and unrighteous slave traders. A slave trader who is honest in his feelings, has a good eye for appraisal, and is known for his ability to enrich his relatives, is a more renowned slave trader than one s treacherous, is known neither for his discernment or his ability to handle his merchandise, and loses money.
Post originally by Wiseblood at 2005-06-13 14:18:26
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So what then do PC's do in this setting? The setting sounds very thoroughly developed from what everyone in forums has said, but it sounds more like it would be a great setting for writing fiction than for running a RPG.
Post originally by Ralph Mazza at 2005-06-13 14:47:00
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The setting is flawed because you have to be tied to a clan and the penalties for not being are large...so that's bad because you can't create characters who are loners.
The setting is flawed because spells do alot of damage and might actually kill characters.
Exactly how are these flaws? Seems to me that not letting players get away with the ultimate "I'm a loner who cares about noone but myself" cliche would be a good thing for alot of people.
Seems to me that making spells truly scary and ensuring that magic slingers are something to be feared and held in awe would be a good thing for alot of people.
So are these really flaws? Or do they just expose a few of your own entrenched assumptions about what an RPG is supposed to look like (i.e. loner characters who can drift around whereever the GM sends them and are relatively protected from death).
Post originally by Fishface at 2005-06-13 15:17:06
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It is both. All adventurers aren't poor vanderers who take randm adventures from men in taverns. Some are in fact members of medium-status clans who are ordered by their temple or clan superiors to investigate something or do this or that.
Wiseblood wrote:
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So what then do PC's do in this setting? The setting sounds very thoroughly developed from what everyone in forums has said, but it sounds more like it would be a great setting for writing fiction than for running a RPG.
Post originally by luke at 2005-06-13 16:07:34
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Worst. Review. Evar.
Dude, I don't even like that Tekumel game. In fact, I was savoring a nice roasting of it when I saw your teaser line.
But you gave a completely subjective and emotional review. And it wasn't even funny. It read like, "I've played some DnD and other trad fantasy rpgs and this game wasn't like them. So I don't like it very much."
You're obviously well read, why don't you give the game credit for being an internally logical piece of fiction (or not)? Or at least review it on its own criteria and intent? Why set it against real world historical accounts? It's not a real world historical game.
The only cool thing about Tekumel for me is that it frames its conflicts on nontraditional fantasy lines. The game's premis ABOUT status and clans and the players' roles within. Why not review it asking whether or not the mechanics support the premise in play?