12-10-2015, 04:34 PM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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GURPS Dungeon Fantasy 17: Guilds
GURPS Dungeon Fantasy doesn't have much use for polite society. Town is where you go to sell loot, resurrect unlucky friends, charge power items, buy gear, train, and find your next quest. While there are people and organizations there, the majority of them are monopolies that exist to separate delvers from their cash. Most of the rest are sticks the GM can use to beat players who get the bright idea of debasing coin or robbing Ye Olde Magick Shoppe.The strongest hero Yet even hack 'n' slash fantasy is full of heroes with connections, be they barbarians who come from tribes, clerics who serve temples, knights of noble birth, or rogues who belong to the Thieves' or Assassins' Guild. Knowing the right people back in civilized parts can mean having access to the right gear and information, and perhaps a few extra sword arms, when you're nowhere near civilization. That's when GURPS Dungeon Fantasy 17: Guilds comes in handy. This supplement covers every sort of organized backer an adventurer could want, from secretive conspiracies and criminal syndicates, through merely exclusive noble courts and universities, to armies and religious congregations that are only too happy to recruit. Learn what they want from delvers and what delvers can get from them. Buy social traits that give you a real edge in town. And revel gleefully in the world of secret languages and impressive-sounding titles. At the end of the day, it's all about retiring rich and powerful. Grab Guilds and get a leg up on your future – and sweetheart deals on cool gear, special training, and competent henchmen right now. — Store Link: http://www.warehouse23.com/products/SJG37-0333
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-10-2015, 05:17 PM | #2 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Dungeon Fantasy 17: Guilds
Not my cup of tea, but I'm sure it has stuff in it that will be useful to me. After all, Clerics did, Allies did, Henchmen did, and Summoners probably does too.
More DF is always a good thing.
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12-10-2015, 05:34 PM | #3 |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 17: Guilds
This looks awesome to me. Consider it bought!
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12-10-2015, 06:11 PM | #4 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Dungeon Fantasy 17: Guilds
No doubt it's full of things I already do... but just like Wilderness will be invaluable for paring it down to the essentials.
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12-10-2015, 06:11 PM | #5 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy 17: Guilds
This is actually directly relevant to our current DF game, where we have an Adventurer's Guild and two PCs recently found themselves nominal leaders of an orc tribe. For the latter, Tribal Rank is much simpler than trying to treat the orcs as Allies with several limitations.
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12-11-2015, 09:55 AM | #6 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: GURPS Dungeon Fantasy 17: Guilds
Even the teacup guild? [1]
1. So totally not in this book.
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12-11-2015, 10:04 AM | #7 |
Join Date: Feb 2013
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Re: GURPS Dungeon Fantasy 17: Guilds
Who represents the Lollipop Guild?
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12-11-2015, 10:17 AM | #8 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Dungeon Fantasy 17: Guilds
Quote:
https://youtu.be/qtT9BU64z28 I think that may qualify under some of the more violent guilds.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-11-2015, 11:20 AM | #9 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: GURPS Dungeon Fantasy 17: Guilds
See p. 4.
[Considers writing up the Martial Arts style.]
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
12-11-2015, 03:55 PM | #10 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 17: Guilds
This is something I've been noodling too: Dungeon Fantasy Martial Arts. So far I have a style for wizards who focus on Flame Jet, double-wielding pistol crossbows, and sword-and-board fighter.
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