Quote:
Originally Posted by evileeyore
Agreed, the 'crunch' rules books in the series have always been more useful to me as a GM (indeed it was DF 16 that convinced me a DF game wold be fun to run).
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DF2 and Action 2 are super useful supplements for
all GURPS GMs, giving plenty of examples of how to make Skills and in some cases Advantages relevant during various adventuring sub-escapades.
The same is most likely true for MH2, except I haven't read that one closely, so I can't actually say it for sure.