Edgar Ironpelt
Adventurer
As someone who has been a TFT GM for a looooong time, I'll practice thread necromancy and throw in my two cents.
TFT at heart is a grim and gritty, anyone can die, low fantasy sort of system. In some ways it's more like RuneQuest than D&D, and it appeals to the sort of player (and particularly the sort of GM) who thinks of D&D levels 1-3 as the Core Fun Levels with 4th level and higher being "overpowered high level play."
Now I'm not that sort of GM or player, and what attracted TFT to me is that it's a simple system that can serve as a good base for a swashbucking style of play and with a magic system that's closer to what Champions/Hero System would call "martial arts, usable at range" than to "Artillery pieces disguised as wizards." And so I've been engaged in a long project to house-rule away the grim and gritty high lethality aspects. Currently it's at a point where I don't consider my game to be house-ruled TFT but rather a TFT-based homebrew.
Since I'm not bothered by a lack of powerful, active gods in my games, I'm not much bothered by the cynical treatment of religion in the base TFT rules. I did consider grafting a RuneQuest inspired religious system onto my house rules, and decided against it, although I do give priests in my game some minor arcane abilities for being priests.
TFT at heart is a grim and gritty, anyone can die, low fantasy sort of system. In some ways it's more like RuneQuest than D&D, and it appeals to the sort of player (and particularly the sort of GM) who thinks of D&D levels 1-3 as the Core Fun Levels with 4th level and higher being "overpowered high level play."
Now I'm not that sort of GM or player, and what attracted TFT to me is that it's a simple system that can serve as a good base for a swashbucking style of play and with a magic system that's closer to what Champions/Hero System would call "martial arts, usable at range" than to "Artillery pieces disguised as wizards." And so I've been engaged in a long project to house-rule away the grim and gritty high lethality aspects. Currently it's at a point where I don't consider my game to be house-ruled TFT but rather a TFT-based homebrew.
Since I'm not bothered by a lack of powerful, active gods in my games, I'm not much bothered by the cynical treatment of religion in the base TFT rules. I did consider grafting a RuneQuest inspired religious system onto my house rules, and decided against it, although I do give priests in my game some minor arcane abilities for being priests.