Re: DF or monster hunters - which one for GURPS beginner
I should add that there's also the separate matter of GM experience to weigh in. MH addresses a newer subgenre, so it doesn't assume that the GM will know how to run it. It's therefore much better at holding the GM's hand – and, except when the paranormal is involved directly, the overwhelmed GM always has the backup plan of pointing out the window or at Wikipedia and saying, "You know, like in the real world." DF assumes that all GMs know how to run and pace hack 'n' slash: of course locks and traps and barricades have anti-magic to make thieves useful and keep wizards in line; of course you have to drag the heroes along at high speed so that FP rarely recover and thus become a precious resource; of course dungeon ceilings are too low for flight; of course you have to house-rule a lot of stuff to suit the exact party composition; and so on. It is therefore a better match to old-school Rule Zero GMing.
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