Help support TMP


"Characters in TSATF" Topic


18 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Early 20th Century Discussion Message Board

Back to the Victorian SF Message Board

Back to the 19th Century Discussion Message Board

Back to the Victorian Colonial Board Message Board

Back to The Sword and The Flame Message Board


Areas of Interest

19th Century
World War One
Science Fiction

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

A Fistful of TOWs


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Cheap Undead Dinos III

The last - the most elusive - set of dino skellies...


Featured Workbench Article

1:600 Scale Masts from Bay Area Yards

Hate having to scratchbuild your own masts? Not any more...


Featured Profile Article


Featured Book Review


2,019 hits since 6 Aug 2015
©1994-2024 Bill Armintrout
Comments or corrections?

Conrad Kinch06 Aug 2015 3:26 p.m. PST

Gentlemen,

I've been playing a bit of TSATF recently and comparing it to some other skirmish sets, mainly Legends of the Old West and Sharpe Practice.

I think I'm happiest with TSATF, but one of the things I've missed is some of the roleplaying element present in those other two games. In TSATF one leader is much like another – while Sharpe Practice "big men" can have a little more individuality.

Has anyone experimented with adding characteristics to TSATF?

Regards,

Conrad

nnascati Supporting Member of TMP06 Aug 2015 4:57 p.m. PST

You can do anything with TSATF. I don't think you really need to add characteristics, just use figures as individuals and it works fine.

Winston Smith06 Aug 2015 5:12 p.m. PST

What's stopping you from adding it yourself?

The last time I did a Wyoming Massacre game using TSATF, I added the stipulation that the settlers not only had to survive, but their political careers after the war would depend on their behavior on this very battlefield.
That changed things radically. Instead of a foot race back to Forty Fort, there were suddenly extraordinary feats of bravery and derring do!
The settlers actually drove the Tories from the field. And this with no extra chrome or rules.

Winston Smith06 Aug 2015 5:15 p.m. PST

And let's not forget the Victoria Cross rule. Use it, modify it, have bonuses for being mentioned in dispatches, etc.

Ed Mohrmann Supporting Member of TMP06 Aug 2015 5:32 p.m. PST

One of my British units has on roster Privates Mulvaney,
Learoyd and Ortheris.

I've played in a game where there was a correspondent
named Kipling.

Nick Pasha06 Aug 2015 6:04 p.m. PST

My friends and I add characteristics to leaders or certain characters. In a game Jeff Baumal ran he used Gunga Din and gave him the ability to heal or kill wounded soldiers. In my Search for the Ark game I used Alan Quartermaine, gave him 4 askaris and the African Queen, and special characteristics. I don't give regular soldiers characteristics, but a leader or a British sgt. like colour sgt. Bourne at Rorke's Drift. No reason why you can't.

Ragbones06 Aug 2015 6:08 p.m. PST

One of the nice things about Larry's rules is that they're not restrictive. They're a great framework upon which you can hang all sorts of personalized bits.

TheBeast Supporting Member of TMP07 Aug 2015 5:34 a.m. PST

What's stopping you from adding it yourself?

Fair's fair, he did say 'I've been playing a bit of TSATF recently', and such adjustments are best with some real experience.

Good suggestions, of course.

'…just use figures as individuals and it works fine' doesn't add '…some of the roleplaying element…'

It's a fair question, and most everyone else actually took a stab, greater or lesser.

Good at them.

Doug

Col Durnford07 Aug 2015 6:23 a.m. PST

I name my leaders above platoon level (adding a name tag to the figure).

Just having a name out there can affect how you play.

In my current game based on Escario's column (Spanish American War), Col. Ruiz joined up with a unit and immediately became a causality (highest leader present). This was much like the actual event.

After the game ends, I roll for each causality figure to determine the final result (back in action, sick list, died of wounds).

Personal logo ColCampbell Supporting Member of TMP07 Aug 2015 6:52 a.m. PST

I do have one figure with special characteristics – Captain Quigley, the leader of my mounted Natal Native Contingent. He gets a "sniper" bonus to both mounted and dismounted firing.

As others have said, TSATF is easy to modify for special figures and characteristics. After all, it is patterned on Hollywood movies, especially Gunga Din.

Jim

John the OFM07 Aug 2015 10:27 a.m. PST

What Winston was saying in his Wyoming Massacre example was that the players themselves did all the role playing that was needed.
It didn't hurt that the games are played within 2 miles of St Cecilia's Little League field where the Massacre allegedly took place. So, all we locals are steeped in the story.
You can't swing a dead cat by the tail without hitting a street named for one of the participants.
A wounded leader who was wounded again (I ruled that a second wound killed him) was proud to "die", since he got a whole town named after him, not just a street or golf course.

My point is that you don't NEED "characteristics". A fun scenario with victory conditions helps.

There are a limited number of things you can use to differentiate players in the TSATF period. We can't exactly let Colour Sergeant Bourne cast fireballs, or give William Butler the Evil Eye.
Hmmm… That gives me an idea or two. grin
A TSATF Dungeon crawl?

Jakar Nilson07 Aug 2015 10:32 a.m. PST

One thing that did add character while not being not being tied down to stats were the special events in The Sword in Africa (part of the 20th Anniversary edition). One particular example was how an Italian officer kept wandering off and falling into quicksand. It was completely random and unscripted, but it made an otherwise straightforward game memorable.

lapatrie8809 Aug 2015 1:35 p.m. PST

Tragic. Why can't St. Cecelia's parents behave themselves, and let the kids play ball?

Dragon Gunner13 Aug 2015 6:28 a.m. PST

What I have done…

1. Make the character an individual

2. Decide if he gets leadership ability or not. ( So he can attach to leaderless units)

3. Give him an automatic +1 or +2 in hand to hand combat.

4. Give him a ranged attack from the chart or create a special one to show he is exceptional. (i.e. a very deadly gunfighter with dual pistols at close range.)

5. Decide if he has any exceptional abilities like scouting with a slightly better spotting range.

6. Decide if he can serve on an artillery crew.

7. Decide if he can serve on a ship crew.

8. Give him Hollywood style hit points, he can take 3 wounds before being incapacitated. A kill card means he is still dead.

SgtGuinness17 Aug 2015 8:12 p.m. PST

As my buddy Nick has stated we have on rare occasions used special characters in some of our historical fiction games. When we ran "The Wind And The Lion" we gave the main leader characters some special abilities like ignoring the first wound or kill and an extra +1 for melee, firing, and or moral. We didn't want to alter the game but also didn't want to loose the Raisuli or Mrs Pedicaris,etc too quickly in the game. The games flowed well and it gave them the extra Hollywood feel and effect we were going for. We've had Flashman and Gunga Din amongst others make occasional appearances. PM me and I'll send the stats.
Cheers,
JB

Nick Pasha24 Aug 2015 6:30 p.m. PST

In my game Search for the Ark, I gave the Ark, and its bearers, special characteristics to take into consideration the mystical factor. I also gave the Harem some special characteristics, like not letting westerners who enter to leave. My female harem guard also had characteristics. Jeff and I try hard to maintain the historical aspects of the game, but characteristics add a little fun.

Old Contemptibles25 Aug 2015 12:32 p.m. PST

Not that hard to incorporate special characters. But not like in SP. I don't like having too much role playing in my games. I hosted a game Saturday using "The Sword in North Africa" I had three French and one American Archaeologist in it.

Two were armed with pistols, one with two pistols and one with a French Rifle. The head Archaeologist was named Illinois Jones and he fought as a French Officer in combat. But that is the extent of the role playing for me.

Not hard to make it more dramatic. Just not my style. By the way all three Archaeologist died. I think these rules are much more fun than SP.

Personal logo piper909 Supporting Member of TMP06 Sep 2015 3:12 p.m. PST

I've had Zulu games where the Prince Imperial (Louis Napoleon) was a special figure, with some abilities like other Leaders and Key figures and it was an objective for the Imperial player to both allow the Prince to gain glory BUT not get nailed.

Recently, Young Lt. Winston Churchill has been popping up in my games on the Northwest Frontier, trying to get mentioned in despatches (the British player gets extra VPs if Winston shoots or defeats foemen but woe to him if Young Winston is lost!) It's even more fun if your special characters are played by a third party, with his own victory objectives to fulfill that might be at variance with the rest of his side.

You can easily craft all sorts of special cases and characters and secret objectives to lend some role-playing twists to a basic game.

Or combine elements of TS&TF with a Pulp Skirmish game like Pulp Alley -- I've been using the Pulp Alley rules for historical scenarios and they adapt well to this sort of game, esp. if the new "Gang" rule is employed to bring larger numbers of figures into play.

Sorry - only verified members can post on the forums.