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Old 10-09-2015, 11:33 AM   #11
Kuroshima
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Default Re: [DF] What's worked? What hasn't?

  • #36: Dungeon Fantasy (October 2011)
    • The Demolisher (Sean Punch)
      a dwarf exclusive Dungeon Fantasy template for those that like things that go boom too much.
    • Dungeon Saints (Antoni Ten Monrós)
      This article provides with cleric and holy warrior (as well as their unholy equivalents) variants that use Divine Favor (From GURPS Powers: Divine Favor) instead of Holy (or Unholy) Might and clerical spells. Includes new, Dungeon Fantasy themed miracles.
    • The Musketeer (Matt Riggsby)
      Another gunpowder based template, this one being more of a swashbuckler with guns than a full blows demolition-man.
    • Powering Up: Imbuements (W.A. Frick)
      Rules and ideas for adding Imbuements to characters other than the mystic knight.
    • Historically Rich Dungeons (J. Edward Tremlett)
      Systemless advice to give your dungeons a background
    • All Charged Up Over Magic Items (Sean Punch)
      Rules for creating and pricing magic items with charges.
  • #38: The Power of Myth (December 2011)
    • The Golden Geniza Of Ezkali (Matt Riggsby)
      A dungeon fantasy adventure with a non-standard treasure at the end
  • Seven Mythical Artifacts For Dungeon Fantasy (Antoni Ten Monrós)
    • More cool new toys inspired by real world myths (but with all dials turned up to 11)
  • #43: Thaumatology III (May 2012)
    • Cultists Of The Elder Gods (Antoni Ten Monrós)
      Variants for Evil Clerics and Unholy Warriors that worship elder things and gain psi-based magic and abilities instead of divinely granted ones
  • #47: The Rogue's Life (September 2012)
    • May The Shadows Guide You (Christopher R. Rice)
      Not exclusively intended for Dungeon Fantasy, but provides more Divine Favor miracles that might be adapted to campaigns using Dungeon Saints.
    • Eidetic Memory: Monster Slavers (David L. Pulver)
      Another DF template. This one focuses on capturing and selling monsters instead of killing them.
  • #50: Dungeon Fantasy II (December 2012)
    • Races As Professions (Sean Punch)
      Dwarf and Elf as 250 points professional templates, based on real old school dungeon delving
    • Dark Summonings (W.A. Frick)
      Variant demonologists and necromancers, plus a vampire racial template.
    • Saintly Power-Ups (Antoni Ten Monrós)
      Power-ups for Saints, Evil Saints, Warrior-Saints and Evil Warrior Saints. Also includes more, greater miracles than those allowed by Divine Favor.
    • Eidetic Memory: Super Dungeons (David L. Pulver)
      Ideas and a worked example dungeons with a massive scale.
    • More Dungeon Fantasy Loadouts (Matt Riggsby)
      Loadouts for the demolisher, justicar, mentalist, and musketeer
    • Power-Ups For Assassins (Peter V. Dell'Orto)
      New options for the assassin template.
    • Snowmen (Peter V. Dell'Orto)
      A new Dungeon Fantasy monster
  • #58: Urban Fantasy II (August 2013)
    • Traits For Town (Sean Punch)
      Rules for adding social traits to a DF game
  • #60: Dungeon Fantasy III
    • Wizardry Refined (Sean Punch)
      Rejiggered prerequisites for Dungeon Fantasy wizards
    • It's a Trap (Christopher R. Rice)
      an invaluable resource on traps, including rules for generating them randomly
    • Mystic Power-Ups (Antoni Ten Monrós)
      More options for Mystic Knights, including a henchman lens to give Imbuements to any of the henchmen lenses in Odds and Ends
    • In All Series-ness (Sean Punch)
      Talks about the origin of the DF series, and includes the Beastmaster template.
    • Random Though Table: The Decagoblin Dungeon (Steven Marsh)
      A 10 room dungeon populated by 10 different kinds of goblins that come in groups of 10
  • #61: Way of the Warrior
    • More Power to Dungeon Warriors (Peter V. Dell'Orto and Sean Punch
      Power-ups for all the "fighter" templates
  • #64: Pirates and Swashbucklers
    • Swords Against Evil (Sean Punch)
      Provides variant swashbuckler templates: Aristocrat (Swashbuckler/Knight), Bucaneer (Swashbuckler/Seafaring Barbarian), Duelist (An even more combat focused swashbuckler) and Rogue (Swashbuckler/Thief, an alternative to the assassin, that is more sneaky)
  • #66: The Laws of Magic
    • The Material Difference (Sean Punch)
      Rules for PC-performed enchantment in Dungeon Fantasy
  • #68: Natural Magic
    • The Magic Desert (Matt Riggsby)
      Not DF specific, but would fit right away
    • Dark of the Wooks (David L. Pulver)
      A generic systemless fantasy adventure that can be easily be ran with Dungeon Fantasy
    • Designer Notes: Wilderness Adventures (Sean Punch)
      Designer notes for Dungeon Fantasy 16. Includes some very interesting variant druid rules.
  • #70: Forth Edition Festival
    • Horde Ninja (Peter V. Dell.Orto)
      A new ninja enemy for Dungeon Fantasy, plus rules for a PC ninja to gain the same power from the conservation of ninjistu
  • #72: Alternate Dungeons
    • Pointless Slaying and Looting (Sean Punch)
      Rules for playing Dungeon Fantasy without point accounting
    • Dungeons of Mars (Phil Masters)
      Dungeon Fantasy reimagined as space opera
    • From the Bottom Up (Matt Riggsby)
      Rules for playing as monsters (Blob, Dragon, Cave Ape, Lich, Scorpiman, Specter and Unknowable Thing)
    • Good Dungeons (David L. Pulver)
      Rules and inspiration on raiding strongholds of good creatures instead of dens of evil.
    • Dungeon Fantasy Video Gaming (Christoper R. Rice)
      Rules for adding videogame tropes to Dungeon Fantasy. Includes the Imitator template, that can pretend to by any other template.
  • #75: Hero's Jackpot
    • Just Rewards (Sean Punch)
      Explores giving specific rewards instead of generic points for completing adventures in DF.
    • Stealing Magic (J. Edward Tremlett)
      Introduces new magic items that are DF compatible
  • #76: Dungeon Fantasy IV
    • Psychic Swords Against Elder Evil (Sean Punch)
      Introduces the Psychic Slayer, a psi powered combatant.
    • Hidden Knowledge (Christopher R. Rice)
      Introduces rules for Secret Spells that have some ancillary benefits over regular spells
    • Living Rooms (David L. Pulver)
      Rules and ideas for delving into the inner cavities of creatures and other dungeons made of flesh
    • The Magic Touch (Matt Riggsby)
      Presents magic Items that combine well with the martial artist's unarmed combat styles
    • Dire and Terrible Monsters
      Introduces new prefixes (Dire and Terrible) for Dungeon Fantasy Monsters
  • #77: Combat
    • It's a Threat! (Christopher R. Rice)
      Creates a system to qualify combat capabilities of Dungeon Fantasy delvers to better adjust the strength of the opposition
  • #78: Unleash your Soul
    • Blessed Be (Sean Punch)
      Not DF specific, but useful in DF. Deconstructs the blessed advantage
    • Clerics of Order and Chaos (Cole M.B. Jenkins)
      Introduces cleric variants in the spirit of DF7 for servitors of order and chaos
  • #80: Fantasy Threats
    • The Grydel Menace (Christopher R. Rice)
      A very nasty monster type, suitable for Dungeon Fantasy games
    • Gog and Magog (W.A. Frick)
      An adventure very suitable for Dungeon Fantasy games
    • More Psionic Threats (Cole M.B. Jenkins)
      More monsters to terrorize parties with mentalists (and also those without them)
  • #81: Horrific Creations
    • Hellblade (David L. Pulver)
      A very nasty and interesting item that could fit perfectly in Dungeon Fantasy games
  • #82: Magical Creations
    • Dungeon Brewmasters (Jason "PK" Levine)
      Adds a lens to the artificier to make him into an alchemist that can craft potions in the dungeon
    • The Sorcerer (Antoni Ten Monrós)
      Introduces a new template that uses Sorcery instead of magic.
    • Eight Artifacts (David L. Pulver)
      Introduces magic items that are suitable for any fantasy game, including Dungeon Fantasy
    • More Charms (Antoni Ten Monrós)
      Adds more alchemical charms, priced as per the standard Dungeon Fantasy rules.
Quote:
Thanks in advance y'all. I really appreciate the thoughtful input this forum has to offer.
Took me a while to write this down, I hope you find it useful!
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Last edited by Kuroshima; 10-09-2015 at 11:52 AM.
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Old 10-09-2015, 11:50 AM   #12
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Default Re: [DF] What's worked? What hasn't?

Quote:
Originally Posted by Kuroshima View Post
(snip)
Ain't that a nice lil list of things I'll Bookmark for eternity!

*And by little I mean goddamn long ^_^
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Old 10-09-2015, 11:53 AM   #13
Kuroshima
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Default Re: [DF] What's worked? What hasn't?

Quote:
Originally Posted by T.K. View Post
Ain't that a nice lil list of things I'll Bookmark for eternity!

*And by little I mean goddamn long ^_^
It was a PITA to compose it, and then be told that it was too long (27544 characters, while the post limit is 10000 characters).
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Old 10-09-2015, 11:57 AM   #14
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Default Re: [DF] What's worked? What hasn't?

Depending on your game style: Pyramid 3/53 "Action" included PK's Fortunately, I Saw This Coming which gives an Advantage called Foresight which allows for retroactive "planning." It has gotten some mileage in my DF game.

Another Action title that I find helpful, but will depend on play style, is Action 2: Exploits. If you want to run a chase scene this one provides a system for doing so that works really well (caveat: like any new mechanic there is a learning curve for GM and players).
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Old 10-09-2015, 12:16 PM   #15
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Default Re: [DF] What's worked? What hasn't?

Fantastic thread.
__________________
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"How the heck am I supposed to justify that whatever I
feel like doing at any particular moment is 'in character'
if I can't say 'I'm chaotic evil!'"? —Jeff Freeman
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Old 10-09-2015, 01:31 PM   #16
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Default Re: [DF] What's worked? What hasn't?

Quote:
Originally Posted by Kuroshima View Post
The best there is, is the Pyramid Volume 3 index, unfortunately no longer maintained.
The version of it here got updated recently -- I don't know why there are two.
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Old 10-09-2015, 01:41 PM   #17
Kuroshima
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Default Re: [DF] What's worked? What hasn't?

Quote:
Originally Posted by johndallman View Post
The version of it here got updated recently -- I don't know why there are two.
Ugh, and I typed everything from the last issue of that thread I linked to the last published issue :(
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Old 10-09-2015, 04:27 PM   #18
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Default Re: [DF] What's worked? What hasn't?

This is GOOD stuff. Bookmarking!

Something I plan to introduce is a set of simple innate magical/divine/sonic/whatever attacks, restricted to the relevant caster class, worth about 10 points, and probably doing 1d+/2, purchasable at character creation. The equivalent of cantrips, from D&D, so that the casters can cast down to dangerous fp, and then don't just have to stand there. No FP cost, short range, etc.
Has anyone tried anything like this, and if so, how did it work?
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Old 10-09-2015, 05:47 PM   #19
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Default Re: [DF] What's worked? What hasn't?

Quote:
Originally Posted by Stelknecht View Post
This is GOOD stuff. Bookmarking!

Something I plan to introduce is a set of simple innate magical/divine/sonic/whatever attacks, restricted to the relevant caster class, worth about 10 points, and probably doing 1d+/2, purchasable at character creation. The equivalent of cantrips, from D&D, so that the casters can cast down to dangerous fp, and then don't just have to stand there. No FP cost, short range, etc.
Has anyone tried anything like this, and if so, how did it work?
It's largely unnecessary. An out the gate Wizard can easily get to skill 20-21 in a missile spell and toss around 2d missile spells for free all day long.
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Old 10-09-2015, 07:32 PM   #20
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Default Re: [DF] What's worked? What hasn't?

Wow. This is great.

I started this post by replying to each specific response. But they came in faster than I could keep up with. So I'll just say that I am reading everyone's responses with rapt attention and considering the wisdom therein.

More questions:
  • Have you used Edge Protection rules in DF? How did it go?
  • It seems like most people use Extra Effort in combat. Have you allowed foes to use it as well? And to address the issue of Heroic Charge, what would you think of having that specific option cost 2 FP?
  • Have you allowed Luck? What about options from GURPS Power-Ups 5: Impulse Buys?
  • Have you used any alternate pricing methods for attributes like the one for IQ found on PK's website?
  • Has anyone other than mlangsdorf tried a threshold magic system for DF? His home brew system is intriguing. But is it too much bookkeeping for my semi-casual players?
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