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Old 11-26-2017, 12:45 AM   #37
scc
 
Join Date: Mar 2013
Default Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)

Quote:
Originally Posted by Kromm View Post
The campaign that directly inspired GURPS Dungeon Fantasy – and through it, the Dungeon Fantasy Roleplaying Game – was set in a world designed to support dungeon crawls: It had a trackless central desert, northerly regions held at bay by strings of fortresses, steamy jungle nobody ever returned from, impenetrable mountain ranges, and five sets of unexplored islands. It was in its second age of magic, but remnants of the first age were hidden everywhere: lost jungle pyramids, caves sealed with magical forces, straight-up dungeons . . . even the great cities, supposedly safe and well-engineered, were built upon the ruins of ancient settlements, and their cellars and sewers mingled with dungeons. The magic was giving rise to many monsters. This world was a palimpsest, its new face drawn hastily over a hack 'n' slash realm where might and magic trumped civilization.
This would ideally require two magic systems so that the stuff you get from the dungeon is really worth getting, that is we can't make it anymore. So how did you handle that?

Quote:
Originally Posted by Kromm View Post
Well, one of my secrets is that the campaign itself was the spiritual descendant of not one but two campaigns set on Yrth. I more-or-less saw Yrth the same way, and had the capital-B Banestorm be simply the latest in a long strong of small-b banestorms. Humans were there before . . . and so were other things, and sometimes Things. The latest human religions had social power but not magical power – that resided with the Old Ways. The Old Gods and Elder Gods were both immanent, if subtle; I put GURPS Religion to good use making sure there were real clerics in the world.

So I think Yrth is workable for DF if you're willing to mess with it a bit. You can still use its civilizations and social structures, but it's a lot of fun to have those be a veneer that flakes off once you get very far away from cities and patrolled trade routes. Set the real action of great and supernatural importance in the Blackwoods, Djinn Lands, Great Desert, Orclands, and Ring Islands, and far beneath Zarak, while the political struggles of the civilized kingdoms and empires are just a sideshow – though of course the kings and emperors probably don't see it that way.
Yrth is workable for DF. Megalos, Al-Wazif, Al-Haz, and Cardiel are probably too settled for hack n' slash, but most other areas are probably servicable. And it would be nice if we had rules for Sahud's spirit magic.

Quote:
Originally Posted by JMason View Post
Pretty much any D&D setting works fine. I've used material for the "Known Lands", "Forgotten Realms", and Pathfinder's "Glorantha" with just a few tweaks to me liking.

The only issues you might have are assumptions on monsters and races. DFRPG Goblins, for example, don't map to Pathfinder's, so you'll either need to ignore the settings assumptions about goblins, or create your own DFRPG version of the PF goblin.
Wasn't there an official licensed GURPS port of one the D&D settings?
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