09-05-2010, 03:10 AM | #21 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: The art of Dungeon Fantasy 13: Monsters 1
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Now, if you want to run Dungeon Fantasy differently, you have all the tools necessary to tear it apart and put it back together again your way. You can use Dungeon Fantasy as a spring-board for your own games. But I think the inherent specificity of Dungeon Fantasy needs to be maintained. It's what sold the series so well in the first place.
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09-05-2010, 03:28 AM | #22 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: The art of Dungeon Fantasy 13: Monsters 1
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09-05-2010, 09:24 AM | #23 | |
Join Date: Sep 2007
Location: Arkham Asylum
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Re: The art of Dungeon Fantasy 13: Monsters 1
Put me in the "No Munchkin art" bandwagon, not because I dislike Kovalic's art style, but because I enjoy the simple comic-booky black and white ones much more. If they came with Munchkin art, I'd still buy whatever DF products came out, the art in RPGs doesn't isn't anywhere near as important as well written rules and clever presentation, which DF has loads of.
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In all seriousness, if you want a less silly DF game, ignore the silly parts (Elven dye jobs, Leprechauns, references to real world actor/ninjs) dig out your old copy of the FRCS (not the fourth ed. One, it sucks) and use that setting and its fluff and feel. That's what I did, untill I embraced the more fun aspect of DF.
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09-05-2010, 09:41 AM | #24 |
Join Date: Nov 2009
Location: GMT-5
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Re: The art of Dungeon Fantasy 13: Monsters 1
I never got the impression that DF was meant to be as silly as Munchkin... maybe in the same direction but not all the way there.
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09-05-2010, 09:48 AM | #25 | |
Join Date: Nov 2006
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Re: The art of Dungeon Fantasy 13: Monsters 1
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09-05-2010, 10:57 AM | #26 | ||
Join Date: Jun 2006
Location: Spain —Europe
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Re: The art of Dungeon Fantasy 13: Monsters 1
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I want to second this completely. Exaggerating the silly aspects (that BTW, aren't exclusive of Dungeon Fantasy in the world of fiction and role playing games (*)) to the point of defining Dungeon Fantasy as comic-relief silly fantasy is committing the characteristical error of taking the partial for the total. (*) Quote:
...Even people-heroes-gods entering into caves, killing or defeating dark creatures and taking their stuff out of the cave (treasures, cows, the waters, it's the same) is/was a symbolic scenareo of key cosmogonic importance, between other meanings and a number of applications. ...OTOH, that "black skinned elf with a giant metal spider golem" isn't, by default standards, more silly than certain Starships, Bioships, Mecha with AI, mutants with superpowers and lots of things we have around here usually independently of Dungeon Fantasy. Again, some people will regard some of such things as meaningful or plausible in some degree, total or partial, and not as mere absurdities, so officially classifying them and their respective genres as "hilarious" and "silly" is completely gratuitous for them, if not worse. For me, it's a matter of understanding, tolerance and respect towards others thinking differently, that don't want to role play with the "silly" label officially stapled in the back.
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09-05-2010, 11:05 AM | #27 | ||
Join Date: Jun 2006
Location: Spain —Europe
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Re: The art of Dungeon Fantasy 13: Monsters 1
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Because taking the partial for the total results in reductionism.
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09-05-2010, 11:15 AM | #28 |
Join Date: Nov 2009
Location: GMT-5
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Re: The art of Dungeon Fantasy 13: Monsters 1
FWIW, an anecdote:
In my youth, I ran Queen of the Spiders. It took about 3 years playing probably around 2-3 times per week sometimes all day and all night (sometimes for 2-3 days straight...no sleep!). In all that time we completed modules 1-6 (the character sheets were tragically lost just before the Demonweb Pits). It was, needless to say, epic. But it was also about as serious a campaign as teenagers can make. |
09-05-2010, 11:38 AM | #29 |
Join Date: May 2006
Location: Seattle, Washington
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Re: The art of Dungeon Fantasy 13: Monsters 1
GURPS bestiaries treating creatures that don't exist in the real world or in myth have, by and large, suffered from a silliness abundance since at least 3e. (And even the mythic GURPS beasts have had some silliness, manifested primarily in the selection of which mythic beasts to include.) Take a look at the space and fantasy bestiaries from 3e to see what I mean.
DF13 would probably not be any different on that point even if DF itself were not silly (at least in Kromm's eyes).
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09-05-2010, 11:38 AM | #30 | |
Join Date: Nov 2006
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Re: The art of Dungeon Fantasy 13: Monsters 1
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Last edited by b-dog; 09-05-2010 at 11:43 AM. |
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art, dungeon fantasy |
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