07-08-2008, 09:07 AM | #11 | |
Join Date: May 2005
Location: Si vis pacem para bellum
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 09:09 AM | #12 | |
Join Date: May 2008
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 10:17 AM | #13 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 10:20 AM | #14 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: The Complete GURPS Dungeon Fantasy
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As for your "tiers suggestion", there could just be a basic template for each archetype, and then a series of lenses. "1st Power-Up", "2nd Power-Up" and so forth. Going with your suggestions, 75 CPs for the basic template, 75 CPs for the first lens and 100 CP for the second lens. Although it would probably be simpler to go with 150 for the base template, and then have one +100 CP positive "Power-Up" lense, and one or more "subtractive lenses" which tells you what to lower or remove and therefore each such lens has a negative point cost. That way, if you start at the lowest power level, the subtractive lenses can function as helpful character advancement advice. |
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07-08-2008, 10:26 AM | #15 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: The Complete GURPS Dungeon Fantasy
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"Dungeon fantasy works best if every PC fills a distinct niche. The GM can reinforce this by making template mandatory--contrary to what every other GURPS supplement says. ... The players can pillage the templates and notes for ideas even if the GM lets them create PCs from scratch." DF1, pg4 DF recommends using the templates as mandatory...but clearly the option remains not to, I just don't see it as any more limiting than any other of the setting books. |
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07-08-2008, 10:28 AM | #16 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: The Complete GURPS Dungeon Fantasy
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What we're loking at is a lose-lose situation. |
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07-08-2008, 11:20 AM | #17 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: The Complete GURPS Dungeon Fantasy
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That's awfully bleak. I don't enforce the use of templates in any of the games I run (sometimes I enforce players meeting job requirements) and really I've not had lots of trouble. I think the niche protection thing is a little overemphasized. You have lots a brilliant scientists? Make adventures that call for lots of brilliant scientists. There doesn't have to be niche protection for a game to work. In the D&D game I'm in, we have two fighters...are they both useless because they fulfill the same niche? We have a Druid, a Cleric and a Bard...all of whom can heal...will our game suffer because we don't have only one healer who can be so happy in their niche? Heck no! I also don't see how DF is different than other GURPS genres. In other GURPS genres you can use templates or not. You could use templates only for the beginning and then let people do what they want. You could use templates and only let the spend cp on what's in the template. You could let people only spend cps on things they used in game (regardless of if they're using templates or not). We are not in a binary situation here where both ends of the binary are lose-lose. There are many options. Flavor to taste. I tend to limit cp expenditure to things that were used in game (or that the players has stated their PC is studying in the downtime). What this means that unless you use it...you aren't getting the skill. But this also means that it is entirely possible that everybody will pick up the stealth skill...not just the "stealthy" character...or the Survival(Forest) skill, not just the ranger. It this happens, it is because everybody in the party needs it for the party to function. In the last game I ran...we had 5 players. 3 of which had social skills. Was this a problem? No. They were all different personalities and did things in different ways. Then the pilot picked up Diplomacy. Where the other three players with social skills frustrated and upset about their niche being encroached upon? No! They were thrilled...because the pilot's total lack of social skills messed them up on numerous occasions. With a little diplomacy it was hoped that the rest of the party would have to bail him out less (turned out not to be the case). There is nothing from stopping a GM from saying only spend points on what you used in DF. Or whatever else they decide to come up with. You say without enforcing templates DF gives you no non-metagame niche protection. What sort of non-meta game niche protection do you have in your non-DF GURPS game? The idea of niche protection is a metagame concept in the first place. I can't see any way to enforce what is basically a metagame concept without using meta game means. |
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07-08-2008, 01:35 PM | #18 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: The Complete GURPS Dungeon Fantasy
There's a whole chapter in DF1 about the apropriate traits for DF games, just in case you don't want to use templates...
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07-08-2008, 01:38 PM | #19 | |
Join Date: May 2008
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 02:18 PM | #20 | |||
Join Date: Jul 2006
Location: Fremont, CA
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Re: The Complete GURPS Dungeon Fantasy
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I don't even remotely see how this can be seen as a lose-lose situation, but everyone's mileage clearly varies. Personally, I'm pretty happy the option exists. Quote:
__________________
Rev. Keith Johnson (keithalanjohnson AT gmail.com) GMing: Savage Frontier (weekly GURPS Dungeon Fantasy) GMing: Promise of Fear (weekly Changeling the Lost) |
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