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Old 12-27-2020, 02:11 AM   #11
Anth
 
Join Date: Jan 2006
Default Re: "Newbie" questions DFRPG/GURPS

Quote:
Originally Posted by Turhan's Bey Company View Post
Late 19th century guns are realistically vastly superior weapons to bows, let alone swords, axes, and the fists of martial artists, and introducing them makes most DF-flavored characters obsolete. What I might suggest is the use of either or both of the gunpowder-using character types from issue #36 of Pyramid. Think Three Musketeers rather than late Victorian.
Thnx,
I will explain to my players that we either can:
1. Continue in 1890, but the game will be more Steampunk and less Fantasy.
Or:
2. Move the setting to around 1630 and it will be more Fantasy and a little bit less Steampunk.

Problem is that the only "flying ships" I can think of in the "Three Musketeers"-era is the movie from 2017, and it's so horrible. :)
https://www.youtube.com/watch?v=fhwGTp8rHYs
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Old 12-27-2020, 02:26 AM   #12
Anth
 
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Default Re: "Newbie" questions DFRPG/GURPS

Quote:
Originally Posted by Turhan's Bey Company View Post
Late 19th century guns are realistically vastly superior weapons to bows, let alone swords, axes, and the fists of martial artists, and introducing them makes most DF-flavored characters obsolete. What I might suggest is the use of either or both of the gunpowder-using character types from issue #36 of Pyramid. Think Three Musketeers rather than late Victorian.
Thnx,
I will explain to my players that we either can:
1. Continue in 1890, but the game will be more Steampunk and less Fantasy.
Or:
2. Move the setting to around 1630 and it will be more Fantasy and a little bit less Steampunk.

Problem is that the only "flying ships" I can think of in the "Three Musketeers"-era is the movie from 2017, and it's so horrible. :)
https://www.youtube.com/watch?v=fhwGTp8rHYs
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Old 12-27-2020, 02:32 AM   #13
Anth
 
Join Date: Jan 2006
Default Re: "Newbie" questions DFRPG/GURPS

Quote:
Originally Posted by Balor Patch View Post
GURPS Powers: Divine Favor uses powers instead of spells and an article in Pyramid 3/36 makes it seamless with DF Clerics.
Quote:
Originally Posted by Anders View Post
But in order to make new prayers you'll need to understand how GURPS Powers work.
I've missed GURPS Powers: Divine Favor, but I'll definitely take a look.
Powers are not a problem. My GURPS Fu is still a little bit weak after almost ten years of hiatus, but I'll soon be up to speed. :)
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Old 12-30-2020, 08:08 PM   #14
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Default Re: "Newbie" questions DFRPG/GURPS

Quote:
Originally Posted by Anth View Post
I've missed GURPS Powers: Divine Favor, but I'll definitely take a look.
Powers are not a problem. My GURPS Fu is still a little bit weak after almost ten years of hiatus, but I'll soon be up to speed. :)
However, it may be a bit complex for players new to gurps.
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Old 12-31-2020, 04:24 AM   #15
dcarson
 
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Default Re: "Newbie" questions DFRPG/GURPS

The players don't need to make things unlike often RPM. You pray, the amount of success is decided and the GM says what that means. For learned prayers the GM can decide them so the player doesn't need to know more than I'd like to do this please.
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Old 12-31-2020, 06:47 AM   #16
Anth
 
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Default Re: "Newbie" questions DFRPG/GURPS

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Originally Posted by corwyn View Post
However, it may be a bit complex for players new to gurps.
Yes, i agree.
But only half of the players are new to GURPS. And the rest can help the newbies.
I think it will work out fine.
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Old 12-31-2020, 03:21 PM   #17
corwyn
 
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Default Re: "Newbie" questions DFRPG/GURPS

That's cool, then. We have one new player (sorta new - played with us for 6 months about 15 years ago) with a DF RPG cleric and that is enough complexity for him.

Our next game, I may try to coach one of the better of our new players through a Monster Hunters Sage or Witch, since I don't want to do magic - I'm bringing back a gunslinger/gadgeteer from an old game in the same setting.
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Old 12-31-2020, 03:28 PM   #18
corwyn
 
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Default Re: "Newbie" questions DFRPG/GURPS

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Originally Posted by dcarson View Post
The players don't need to make things unlike often RPM. You pray, the amount of success is decided and the GM says what that means. For learned prayers the GM can decide them so the player doesn't need to know more than I'd like to do this please.
Yeah, I think I was mixing it up with RPM and Sorcery. Still, the gm will have to balance a fine line to keep the player from being frustrated or op, which is easier if they are familiar with the mechanics.
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Old 01-02-2021, 12:46 PM   #19
sjard
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Default Re: "Newbie" questions DFRPG/GURPS

A reminder that the DFRPG section of the forums is just for DFRPG content. Please take normal GURPS to the GURPS section of the forums.
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Old 01-03-2021, 06:33 PM   #20
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Default Re: "Newbie" questions DFRPG/GURPS

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Originally Posted by Anth View Post
Thnx,
I will explain to my players that we either can:
1. Continue in 1890, but the game will be more Steampunk and less Fantasy.
Or:
2. Move the setting to around 1630 and it will be more Fantasy and a little bit less Steampunk.

Problem is that the only "flying ships" I can think of in the "Three Musketeers"-era is the movie from 2017, and it's so horrible. :)
https://www.youtube.com/watch?v=fhwGTp8rHYs
I would sell my soul for GURPS: The Adventures of Baron Munchausen
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