Re: GURPS Dungeon Fantasy 16: Wilderness Adventures
There's actually very little overtly supernatural stuff (I'd say ~5%), and while the rules aren't grittily realistic, I'd say they're about Action 2 levels of "simplified/abstract rules for this narrowly focused subject matter.". The first big chapter is all about how various DF templates and allies might need to be adjusted for a more wilderness focused game, and the gear section is DF centric, but the " wilderness rules" chapter and the "how to introduce these into your campaign" chapter are both pretty DF neutral
The only caveat is that these are all pretty low tech focused, so less useful (though still somewhat) for something like getting yourself rescued off the planet your spaceship crashed on. Well, and that they're abstract. I don't think you can die from exposure quickly enough to be realistic, frex.
Oh, and you would generally need DF2 for the rules it references in there too.
Last edited by Crakkerjakk; 06-06-2014 at 02:39 PM.
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