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Old 11-28-2017, 12:40 PM   #11
Say, it isn't that bad!
 
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Default Re: GCA and Dungeon Fantasy RPG

Perhaps start a Github project for it? That way, anyone who wants to contribute, can.

I dunno about the legalities, though.
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Old 12-01-2017, 08:09 AM   #12
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Default Re: GCA and Dungeon Fantasy RPG

I started looking into creating one, but I feel that this does need to be a full single file that has all the DFRPG data and not the GURPS data, since page numbers have changed.

But I don't really know what some of the values in the core GURPS data file (which is what I planned on cloning) are for.

Then there is the question of weather or not to keep "monster" traits so that GMs can create DFRPG monsters and NPCs, or get rid of them all and only keep traits from Adventurers.

If I had a bit more knowledge (and a LOT more time), I'd like to create a DFRPG Adventures, Spells, and DFRPG Monsters files to keep everything nicely mapped to the books.
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Old 12-03-2017, 05:10 AM   #13
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Default Re: GCA and Dungeon Fantasy RPG

When I did the Discworld file, someone kindly set me up a Github project. I still ended up doing the lionís share of the work, but it was useful. And I didnít claim to be any sort of GCA expert, but the syntax turned out to be fairly easy to learn. Mostly. I never did do the templates, though.
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Old 12-11-2017, 10:58 PM   #14
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Default Re: GCA and Dungeon Fantasy RPG

I'm working on DFRPG Adventurers. I'll do Spells next, probably, unless someone gets to it before I do.

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.
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Old 12-14-2017, 12:25 PM   #15
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Default Re: GCA and Dungeon Fantasy RPG

Quote:
Originally Posted by Dammann View Post

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.
That sounds awesome
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Old 12-14-2017, 01:29 PM   #16
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Default Re: GCA and Dungeon Fantasy RPG

Quote:
Originally Posted by Phil Masters View Post
Mostly. I never did do the templates, though.
Even though they're extremely helpful, I can do without the templates in GCA. The templates allow for a flow chart style character design and that's easy enough to follow from the books and modify the GCA character without templates.

Quote:
Originally Posted by Dammann View Post
I'm working on DFRPG Adventurers. I'll do Spells next, probably, unless someone gets to it before I do.

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.
I'm not super savvy on GCA data file modification, but if there's something that you need help with, I'm available to help.
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Old 12-14-2017, 03:23 PM   #17
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Default Re: GCA and Dungeon Fantasy RPG

If anyone wants to try to write up Trademark Move as an advantage, that is a small morsel of work that I would welcome the opportunity to subcontract. It needs to specify a weapon skill, and attack type, and a hit location iirc
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Old 12-14-2017, 05:21 PM   #18
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Default Re: GCA and Dungeon Fantasy RPG

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If anyone wants to try to write up Trademark Move as an advantage, that is a small morsel of work that I would welcome the opportunity to subcontract. It needs to specify a weapon skill, and attack type, and a hit location iirc
Probably the player needs to just describe the move in the notes. Since it can include the use of rapid strike and include specific hit locations
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Old 12-15-2017, 11:00 AM   #19
Armin
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Default Re: GCA and Dungeon Fantasy RPG

If you look at taking a combination from Martial Arts using GCA, you'll see how complex a Trademark Move would have to be to support what's all actually included in that advantage.

I think the idea of describing the move in notes is the best solution, as Colarmel suggested. It's probably too complex to create a builder that isn't too complex itself.
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Old 12-20-2017, 07:18 PM   #20
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Default Re: GCA and Dungeon Fantasy RPG

I'm probably going to have some time over the next two weeks where I'm going to try to get through my copies of the DFRPG.

Then, I'll go ahead and take a stab at the templates, assuming nobody has done them already. (If I can cheat off of the existing versions of the templates for GURPS DF, that'll help a lot.)

Because the templates usually require a working data file to start with, things might be interesting. I'll probably write them up assuming various traits exist, and then anyone should be able to fix them with correct traits once the file gets done.

Again, assuming that they're not done already, and that my schedule remains as I currently see it.
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