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Originally Posted by Taliesin
Way to go Doc!
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Thank you! I can take credit only for the organization, writing, and rules engineering . . . All improvements in layout and page/book design are thanks to my colleagues.
Quote:
Originally Posted by Taliesin
Most important - fun to read. The cool little asides from the characters really add to the "ambience" of the books.
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I had
lots of fun writing those. You'll be pleased to know that we continued the practice throughout the two booklets bundled with the
Dungeon Fantasy GM Screen, the three stretch-goal PDFs (
Traps,
Magic Items, and
Against the Rat-Men), and the
Pyramid issues associated with the game. The writing is mine, but the space to do it is once again thanks to my capable colleagues.
Quote:
Originally Posted by Taliesin
One thing I intend to import into DF is perks. I like perks.
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Quite a few are there . . . we just don't call them "perks." They're treated as advantages that happen to cost 1 point.
Quote:
Originally Posted by Taliesin
Also allies. I understand and agree with them being too fiddly for an introductory set but they are just too cool leave out if you have experience with the full glory (and insanity) of GURPS.
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I want to seriously rethink Allies before dropping them in. I think we need a better pricing scheme, especially if it is to handle summoned entities in a balanced way.
GURPS fans already have tons of house rules, but we can't assume that for the
Dungeon Fantasy Roleplaying Game.