01-13-2011, 11:10 PM | #1 |
Banned
Join Date: Feb 2010
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GURPS: Dwarf Fortress
I can't help but notice that it seems a rather elegant fit.
Both GURPS and Dwarf Fortress have a number of things in common; an emphasis on detail and appeal to simulationists, lethal combat, scenarios where seemingly mundane skills (e.g. Weaving) could conceivably make a big difference. So basically, I have two questions:
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01-13-2011, 11:32 PM | #2 |
Join Date: Dec 2010
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Re: GURPS: Dwarf Fortress
How would you model Dorfs reliance on alcohol? They don't need to it survive but they are unhappy if they don't get it. When drinking they work faster and it doesn't seem to interfere with their jobs.
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01-14-2011, 12:43 AM | #3 |
Join Date: Feb 2008
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Re: GURPS: Dwarf Fortress
Bad Temper (Mitigator-Alchohol).
Then take the same principles behind Dionysian magic from GURPS Fantasy and add it as modifiers to advantages that contribute to a productive work environment. |
01-14-2011, 02:51 AM | #4 |
Join Date: May 2010
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Re: GURPS: Dwarf Fortress
When I first started playing GURPS, I thought [DF] standed for Dwarf Fortress...
By the way, I'm playing a Dwarf Fortress campaign right now with a few friends, separate with the regular campaign I play with my group. It's easy to adapt because all of the monsters have listed weights. For example, we can find that a dragon has around ST 76, and an Kobold has ST 7-8. I use the following template for dwarves. I use the Mitigator option: Dwarf (20 points): Attributes: HT 11 [10]. Secondary Characteristics: FP 12 [3]; Move 4 [-5]. Advantages: Damage Resistance 1 (tough skin, -40%) [3]; Lifting ST 12 [6]; Night Vision 5 [5]; Pickaxe Penchant 1 [5]. Perks: Alcohol Tolerance [1]; Dwarven Gear [1]. Disadvantages: Bad Temper (12) (mitigator: alcohol, -60%) [-4]; Stubbornness [-5]. Note that this doesn't account for the massive amounts of Dwarven stupidity, and their love of magma/death traps. I also made a Mining skill. It works just like Lifting, but for mining. Last edited by Kuu; 01-14-2011 at 02:55 AM. |
01-14-2011, 04:58 AM | #5 |
Join Date: Sep 2007
Location: Waterford, MI
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Re: GURPS: Dwarf Fortress
I've used maps generated in Dwarf Fortress to generate hex maps for campaigns, but so far haven't used them.
-Joshua |
01-14-2011, 05:03 AM | #6 | |
Join Date: Jul 2005
Location: Germany, Leonberg
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Re: GURPS: Dwarf Fortress
Quote:
In short: Yes, I would be interested in such a pdf. I would certainly download and read it. :) |
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01-14-2011, 05:53 AM | #7 | |
Join Date: Jul 2005
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Re: GURPS: Dwarf Fortress
Quote:
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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01-14-2011, 06:01 AM | #8 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS: Dwarf Fortress
Quote:
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01-14-2011, 08:09 AM | #9 |
Join Date: Jan 2009
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Re: GURPS: Dwarf Fortress
Random thoughts:
- LTC3 looks like one of the essential GURPS Dwarf Fortress supplements. - Something like Fantasy Tech #: Dwarven Halls (containing things from dwarffortress'y crunchy mining rules to tolkienesque Moria over-the-topness). That's the thing I'd definitely read. - GURPS Minecraft. There is something in these two words...
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GURPS' advocate. |
01-14-2011, 10:12 AM | #10 |
Join Date: Jul 2006
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Re: GURPS: Dwarf Fortress
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Tags |
conversion, fantasy |
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