08-04-2013, 08:30 AM | #1 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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DF Mega-Dungeon Game for a Convention
Hey Folks,
I am thinking about running a GURPS DF Mega Dungeon game for a convention, and wanted a sounding board for some ideas. 1) What are folks thoughts for a traditional hack and slash at a convention? To save time, my first plan is to do pregens and to start the main adventure at the door to the dungeon; doing the rumor gathering, research, outfitting, and travel to the site off screen. This sort of hoses the Bard, Barbarian, and Druid 2) What are folks thoughts on starting at the dungeon door? -Dan |
08-04-2013, 08:34 AM | #2 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF Mega-Dungeon Game for a Convention
And here is the DRAFT description for the game. Any comments on it are welcome.
-Dan Game System & Edition: GURPS 4th Edition, with GURPS Dungeon Fantasy Series Game Title: Dungeons of the Shadow Rifts Running Time: 4 hours Number of Players: Minimum 4, Maximum 8 Brief teaser to be posted online & with sign up sheets: The Shadow Rifts are a vast series of connected underground complexes, i.e., Dungeons, that are portals into the mythic underworld, a nightmarish world of magic, evil, and elements that can devour your PC's sanity. The entrances into the Dungeons of the Shadow Rifts (DotSRs), closed for a decade, have been reopened by a recent earthquake. The DotSRs are weird, unfathomable, and deadly places. Within you will find ferocious monsters, lethal traps, cunning tricks and buried secrets, tortuous layouts and forgotten ways, baffling riddles, and best of all, fabulous treasure beyond imagining. You are part of a company of adventures who delve into dungeons to defeat monsters and gain treasures. You have learned of a lords son who was captured by creatures in the DotSRs, and are entering to look for him. Special instructions or comments for players: This is a Super-Mega Dungeon setting in a fantasy realm similar to Greyhawk, Forgotten Realms, or Golarion. This will be rules lite, friendly for people who havent played GURPS before. Just bring a pencil and 3 (or more) six sided dice. |
08-04-2013, 08:37 AM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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Re: DF Mega-Dungeon Game for a Convention
I'd do pre-gens, but let people do some rumor-mongering and planning in Town. Skip straight to the dungeon in a "it takes you a day to reach it but the travel is uneventful" kind of way.
If you're doing pre-gens, keep the party simple. Something like Bard, Cleric, Knight, Scout, Swashbuckler-Thief, Wizard, and focus the bard on mind control trickery instead of social skills. Don't worry that the Barbarian or Druid isn't contributing because they're not there.
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08-04-2013, 09:02 AM | #4 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: DF Mega-Dungeon Game for a Convention
I'd start at the dungeon door.
Also, 4 hours for a mega-dungeon? That's . . . pretty short. Even if they spend only 15 minutes per room/encounter/situation, you only need 16 rooms/encounters/situations. My dungeon has seen 21 sessions all twice as long as yours, and they've only hit like 100 rooms the whole time. A lot of that is because I keep making them start in town (effectively at the dungeon door, though) and go back through, but it's also because GURPS combat takes some time and it's lethal enough that even minor encounters can suck up some session time and use up resources, shortening the overall trip. I'd make it a big dungeon, sure, but make sure they have very specific clues about that lord's son, so they realize there are distractions (Profitable and interesting ones!) that can take them away from their objective.
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08-04-2013, 09:47 AM | #5 | ||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF Mega-Dungeon Game for a Convention
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So I was just going to give the PCs a set of rumors, a map, and a partial journal entry that supports their mission (plus some distractions). I would preface it by saying based on the carosing that Abe the Knight did, streetwise the Bob the Thief did, and research Carole the Cleric did, you founf the following ... Quote:
If I stick to DF 1, there are 11 main professions, and 2 3 general customizations for each, which can easily have 30+ different general characters. Barbarian savage berserker, primal survivalist, or wilderness guardian Bard sneak, sword play, or magic w/ social or mind-control Cleric buffs, healing, or supernatural warfare Druid beastmasters, elementalist,or green Holy Warrior paladin or inquisitor Knight chivalrous knight, mercenary soldier, or barbarian Martial Artist weaponless, staff, or exotic Scout bounty hunter, ranger, or sharpshooter Swashbuckler fop or pirate Thief burglar, mastermind, or assassin Wizard artillery mage, illusionist, or necromancer If I include DF 3, and add traditional races: Dwarf Elf, Half Elf, High Elf, Mountain, Elf, Shadow Elf, Wood Gnome Halfling The list of profession/customization/race combinations grows a little crazy, even discounting Halfing Barbarians and other less optimal combinations. If I continue with the idea of starting at the dungeon door, and cut the Bard, Barbarian, and Druid; I can still come up with set of 24 profession/customization/race combinations: Clerics Dwarf (buffs) Gnome (healing) Human (supernatural warfare) Holy Warrior Human (paladin) Dwarf ( inquisitor) Knight Human (chivalrous knight) Dwarf (mercenary soldier), Human (barbarian) Martial Artist Wood Elf (staff), Human (butterfly swords) Scout Human (bounty hunter) Wood Elf (ranger) Mountain Elf (sharpshooter) Swashbuckler Wood Elf (fop) Human (pirate) Thief Halfling (burglar) Gnome (burglar) Human (assassin) Shadow Elf (assassin) Wizard Half-Elf (artillery mage) Gnome (illusionist) Shadow Elf (necromancer) Human (generalist) High Elf (generalist) Thoughts on a smaller sub set. Say 12 characters? -Dan |
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08-04-2013, 10:01 AM | #6 | |||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF Mega-Dungeon Game for a Convention
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-Dan |
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08-04-2013, 10:05 AM | #7 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: DF Mega-Dungeon Game for a Convention
It's a dungeon. It's not a mega dungeon. It's certainly not a "super-mega dungeon."
I thought I already commented in this thread and it was a lot longer . . . ? Oh, no, it was this one. 1. Same advice given in the other thread; KISS. 2. Not a problem at all. Hey, start in the first room if you'd like. I do it all the time. "You're here to kick ass and loot. Any questions?"
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08-04-2013, 11:31 AM | #8 | ||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF Mega-Dungeon Game for a Convention
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Agree. The entrance will give them a chance to state SOPs and marching orders, plus cast continual lights and other utility spells. |
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08-04-2013, 01:23 PM | #9 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: DF Mega-Dungeon Game for a Convention
Quote:
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08-05-2013, 04:46 AM | #10 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF Mega-Dungeon Game for a Convention
Quote:
Clerics Gnome (healing) Human (supernatural warfare) Holy Warrior Human (paladin) Dwarf ( inquisitor) Knight Dwarf (mercenary soldier), Human (barbarian) Scout Wood Elf (ranger) Mountain Elf (sharpshooter) Thief Human (swashbuckler-pirate/assassin) Shadow Elf (assassin) Wizard Half-Elf (artillery mage) High Elf (generalist) |
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