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Old 11-19-2014, 03:09 PM   #541
simply Nathan
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

I've never known any parties to employ NPC hirelings, henchmen, or Allies as of yet so I have no idea the attitude players or GMs would apply to them.

The closest I've seen were in d20 D&D giving special mounts to paladins, animal companions to rangers, and familiars to wizards. All the DMs I knew would put these creatures under the direct control of the players whose PCs they were attached to when we used those rules at all (we often ignored the existence of these creatures because horses and bears don't maneuver very well in the dungeon), and they were treated less like magically intelligent animal characters and more like equipment that needed to be fed (off-screen because we never tracked rations anyway).
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Old 11-20-2014, 04:39 PM   #542
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Speaking of henchmen and hirelings, I offer a small expansion to the cases covered by the Loyalty trait from DF 15.

Hireling Loyalty: Obey Under Protest

Basically, if you box someone into a corner and then ask them to do something, how does that affect their Loyalty stat?

Short version: Not well.
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Old 11-23-2014, 11:59 AM   #543
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

This is peripherally GURPS related, since it concerns my GURPS DF game.

What makes my megadungeon hang together instead of fall apart? How have we gotten 42 sessions (and a 43rd next week) out of a big mass of tunnels underground with monsters and treasures in it?

What makes Felltower hang together?

It's not the GURPS that makes it hang together, although it is GURPS that underlies the whole thing.
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Old 11-29-2014, 04:31 PM   #544
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Some commentary on supplement vs. supplement occasioned by Doug interviewing Hans.

Universal but not Universally Compatible
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Old 11-30-2014, 11:21 AM   #545
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Why I'm not giving my players much information on the orcs:


This sounds like a job for . . . Player Characters!
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Old 11-30-2014, 11:42 PM   #546
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

I've recently gone on something of an archive binge, looking at your older entries. Felltower looks like a really good campaign from day one.
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Old 12-01-2014, 10:27 AM   #547
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Quote:
Originally Posted by Kenneth Latrans View Post
I've recently gone on something of an archive binge, looking at your older entries. Felltower looks like a really good campaign from day one.
Thanks. The DF material is good, and my players really bought into the concept from the start. Total buy-in on top of good rules support has made it easy to just roll with what they like.
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Old 12-02-2014, 02:33 PM   #548
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

I think one of my favorite rulings from early on was the decision to use a single Good God rather than a fantasy pantheon, and make it basically pre-schism Christianity with the file numbers serialed off. Crosses also make for very good, easily identifiable Holy Symbols.

I love your choice of which combat options to keep and which ones to drop, which Low Tech weapon stats to take and which ones to leave at the Basic Set level of detail, and so on.

I also like how you let the players define some of the things about the world, like Honus's tribe raising giant toads and chastity not being a prerequisite for the priesthood.
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Old 12-02-2014, 05:57 PM   #549
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Quote:
Originally Posted by Kenneth Latrans View Post
I think one of my favorite rulings from early on was the decision to use a single Good God rather than a fantasy pantheon, and make it basically pre-schism Christianity with the file numbers serialed off. Crosses also make for very good, easily identifiable Holy Symbols.
That's part of why I did it. I didn't want actual Christianity tenants to cause any issues with the game, or restrict my choices. But I wanted the feel of a church everyone could identify with to at least some degree. "What are priest of Odin like?" is a big issue, but everyone in my group knows at least one priest, nun, minister, etc. So it's just taking advantage of a shared, pooled knowledge.

Quote:
Originally Posted by Kenneth Latrans View Post
I love your choice of which combat options to keep and which ones to drop, which Low Tech weapon stats to take and which ones to leave at the Basic Set level of detail, and so on.
Thanks.

One thing I have going for me is that for most of the optional rules, I wrote them, co-wrote them, or bugged Sean into writing them. Heh.

The Low-Tech weapon rules, I wrote. So for me, there is no weight at all to accepting or rejecting the rules. It's just picking and choosing, like picking and choosing minis out of the collection I painted. I don't feel like I'm wasting an opportunity by not using something this game.

Quote:
Originally Posted by Kenneth Latrans View Post
I also like how you let the players define some of the things about the world, like Honus's tribe raising giant toads and chastity not being a prerequisite for the priesthood.
That was really a good stroke, honestly. Some of my players took it and ran with it. Others didn't so much. But the whole "observed in play is true about the world" thing has worked. We have a very different idea about halflings and gnomes and barbarians and such because of the way people play them rather than define them.
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Old 12-05-2014, 05:39 AM   #550
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Yesterday I did my own take on sleeping in armor rules.

Basically, what if it's fine if you do sleep in armor, and all upside if you don't?

GURPS Sleeping in Armor House Rule
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