06-18-2019, 02:05 PM | #31 | |
Join Date: Sep 2018
|
Re: Why adventuring parties?
Quote:
|
|
06-18-2019, 03:52 PM | #32 | |||
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why adventuring parties?
Quote:
Quote:
Quote:
You do of course run into the situation of the PCs not having sufficient reputation to warrant the pay the job is worth, but that either means a try-out or it means they don't get the job at all. |
|||
06-18-2019, 03:59 PM | #33 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Why adventuring parties?
|
06-18-2019, 04:22 PM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why adventuring parties?
It is, but the OP was asking for justification beyond "that's what the genre says".
|
06-18-2019, 09:47 PM | #35 | |
Join Date: Aug 2004
Location: traveller
|
Re: Why adventuring parties?
Quote:
One additional advantage of small parties is the ability to negotiate with or avoid social monsters, like goblinoids (or Tucker's kobolds). Murder hoboes are a policing problem; resisting an invading army could potentially unite otherwise hostile factions in common cause. |
|
06-18-2019, 11:42 PM | #36 |
Join Date: May 2010
|
Re: Why adventuring parties?
On reflection, I think what I've really been looking for this whole time is something like the Dungeon Fantasy equivalent of the list of "Campaign Types" in the GURPS Action series: the PCs can be a group of special operators, or vigilantes, or crooks who pull heists. Not everyone wants to do every campaign type, which is fine, because there are several perfectly coherent options. But Dungeon Fantasy basically assumes one campaign type, "unemployed mercenaries, who somehow only get hired for jobs that can be handled by a group of four to six". What I want is a list of alternative options, like:
|
06-19-2019, 05:46 AM | #37 |
Join Date: Sep 2004
Location: Canada
|
Re: Why adventuring parties?
Both the Merchants Guild and a religious order or temple would be interested in guards for travelers through dangerous regions, and in identifying trouble spots and cleaning them up. Being hired on permanently for that role also opens up things like investigating smuggling or exotic fraud (for the Merchants Guild) or evil cults and the dark sorcery black market (for the temple). Actually, either group might be interested in the black market.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-19-2019, 11:27 AM | #38 | |
Join Date: Sep 2018
|
Re: Why adventuring parties?
Quote:
Dungeon Fantasy, like D&D, is not a game for probing questions. It requires a certain amount of disregard for wondering why a preacher or a shao-lin monk or one of the world's greatest academic elites would be in a sewer fighting rat-creatures. |
|
06-19-2019, 04:31 PM | #39 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Why adventuring parties?
Quote:
|
|
06-19-2019, 05:25 PM | #40 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why adventuring parties?
Dungeon Fantasy is deliberately rather restrictive on its campaign type, expanding your concept of dungeon beyond literal holes in the ground works but it does try to not sweat the social side of things. You aren't losing too much of DF if you de-emphasize loot (Epic Quests where the quest objects happen to be at the bottom of dungeons), and it's not too hard to reflavor it as Island Fantasy (the crew of a ship exploring strange islands... with strange ruins, possibly with catacombs) or Portal Fantasy (Stargate SG1, only magic) or with a little more work as Heist Fantasy (replace dungeons and monsters with mansions and guards).
|
Thread Tools | |
Display Modes | |
|
|