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Old 02-14-2017, 06:13 AM   #41
Anders
 
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Default Re: Discworld, Dungeonworld

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That's one of the later additions with which I have not yet familiarised myself.
Having looked through the Discworld magic rules, I think that Incanters would work perfectly. The only problem is that since it doesn't use energy, you'd have to rewrite the rules for staffs. I suggest allowing characters to hold extra Incantation slots in the staffs.Witches would concentrate on Mesmerism, while wizards would go for Elementalism. Demonologists use the Path of Demonology (duh!) and necromancers... well, you can probably work out what Path to use.
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Old 02-14-2017, 12:25 PM   #42
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In the shower the other night I realized that one of the very first jokes I saw in Discworld flew over my head until now.

Circle Sea. Circle C. Copyright mark.

A circular sea was made to feel so natural to the setting that it took me something like a decade and a half to realize.
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Old 02-15-2017, 01:46 PM   #43
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Some Discworld- Dungeon encounter ideas would be very helpful for me before Saturday.
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Old 02-15-2017, 01:58 PM   #44
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I've long wanted to run a comedy game about the people who move stuff into dungeons.
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Old 02-15-2017, 01:58 PM   #45
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You need to catch the big dangerous stuff that's going in there, and you need to catch them alive.
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Old 02-16-2017, 04:26 PM   #46
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Default Re: Discworld, Dungeonworld

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Some Discworld- Dungeon encounter ideas would be very helpful for me before Saturday.
One question I'd ask is - Who's creating and running the dungeon? These are often very artificial places. And there are hints in The Last Hero that the artificiality can reach video game levels.

One possibility is a vampire. They're long-lived and frequently obsessive, and when things start getting difficult for them, they can start to warp reality in their immediate vicinity, sometimes into shapes defined by alien tropes. One might, deliberately or accidentally, set up as a dungeon boss, maybe running some kind of training facility for treasure hunters that then warps into a real, lethal dungeon. If the PCs can thread the maze without dying, that might help restore the vampire's vision and hence restore his sanity.

Alternatively, you might have a very small god with a wayside shrine close by what was originally, say, a glorified archaeological site, favoured by treasure hunters. But after a few of them made offerings at the shrine for luck, the god recognised an opportunity. By enhancing and expanding the site, and making it just dangerous enough that visitors really, really felt a need for divine support, the deity ensured itself a steady flow of prayers. It's now the god of that dungeon - but few worshippers stop to think quite what that implies.

Either of which would grant a license for some very traditional dungeon monsters, but with a Discworld twist. Those goblins guarding treasure chests in 10' x 10' rooms? They're Discworld goblins, too downtrodden to consider moving into a career with better prospects. And the final room has a dragon in it, despite the fact that it's only 10' x 10' too. A couple of dragons, actually. Yeah, swamp dragons. Well, at least they're well fed ... on volatile petrochemicals.
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Old 02-19-2017, 01:08 AM   #47
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I just put the temple of Bel Shamaroth in the session this morning. I said ok youre in a dungeon so silence and communication is key so any table talk is what your characters say Everyone laughed while I said 2x4 tiles on the floor and 10 braziers minus 2 on the wall etc etc and then one player I swear said: 'What's the deal with eight!'

The more experienced with Discworld player had even forgot it

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Old 03-02-2017, 03:27 PM   #48
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One question I'd ask is - Who's creating and running the dungeon? hese are often very artificial places. And there are hints in The Last Hero that the artificiality can reach video game levels.
There's a lost section of Raising Steam (printed in the booklet from the 2014 Discworld convention) in which Moist meets a dwarf who used to work for an Uberwaldean adventure-archaeologist. Said archaeologist spent his time raiding the trap-filled catacombs of Ephebe, and then putting his prizes in another trap-filled catacomb closer to home, for later adventurers to have a go at. (The dwarf's job was resetting traps, maintaining the torches, and --speaking of video-game-level artificiality -- occasionally leaving convenient parcels of food and weapons. Possibly first aid kits as well, although that wasn't specifically mentioned.)
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Old 03-06-2017, 06:26 AM   #49
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There's a lost section of Raising Steam (printed in the booklet from the 2014 Discworld convention) in which Moist meets a dwarf who used to work for an Uberwaldean adventure-archaeologist.
Yeah, I've got a copy of that. I was trying to avoid mentioning sources that are only available by time travel or (I assume) excessive expenditure on eBay, but it's certainly relevant.

Sorry to have neglected this thread for a while, incidentally. I hope to get back to it shortly.
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Old 03-07-2017, 05:53 AM   #50
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Further Occupational Templates

In the best tradition of these things, there have been a number of new character cla... occupational templates published in various places, most of which could probably be dropped into Discworld-located dungeoneering games - but some would work better than others.

Dungeon Fantasy 4 - Sages: There's no obvious reason not to use Artificers or Scholars. Flaky engineers and obsessive bookworms fit the Discworld mood just fine.

Dungeon Fantasy 7 - Clerics: Having re-jigged the approach to clerics in previous posts, this one really has to be pushed aside - though it might give people a few interesting ideas for variant Dungeon Saints.

Dungeon Fantasy 9 - Summoners: Demonologists, Elementalists, and Necromancers fit here about as well as baseline wizards do. They might be Unseen University graduates who fell into obsessive (and in some cases, slightly sordid) specialisation, or they might be the products of eccentric provincial colleges or specialist personal instruction. The Disc certainly has demons and undead; the novels don't mention elemental theory much, but it fits the early-novels sword-and-sorcery mood okay. The Disc also has Shamans, so that template is probably good for use, to, though to fit the brief treatment given them in the novels, Addiction (Weird Mushrooms) should be a very popular choice from the disadvantages options, and Flashbacks and Phantom Voices should be added to the list of possibilities.

Dungeon Fantasy 10 - Taverns: The Innkeeper template is of course a bit of a joke - so it could fit the Discworld okay.

Dungeon Fantasy 12 - Ninja: Ninja are definitely present on the Disc; the Agatean Empire replaces the Forbidden (or Mysterious) East as their region of origin, of course. This book also provides an Assassin template, which may seem to fit the Disc a little less well, in that most Discworld readers will be expecting Assassins to be suave gentlemen rather than just stealthy killers - but that stereotype largely postdates the novels' sword-and-sorcery phase, and anyway, one can always use the template for a generic pragmatic dungeoneering killer, while avoiding using the word "assassin" in the earshot of the wrong people.

Dungeon Fantasy 14 - Psi: Psionics as such aren't really a feature of the Discworld, although the powers displayed by various creatures, notably elves, could be classed that way; however, those are mostly seen in-setting as either a form of magic or a monster thing. Probably best leave this book aside.

Pyramid 3/10: The Justiciar has few outright metaphysical features to cause problems with the mood of Discworld games, and one could image some past Patricians of Ankh-Morpork, among other rulers, employing such people. Imagine Commander Vimes if the Disc had remained stuck in sword-and-sorcery mode...

Pyramid 3/36: This issue has two different templates that both depend on the (limited) availability of gunpowder, or something analogous, which habitual Discworld readers will know is problematic. Actually, though, there are at least hints of the presence of explosives throughout the novels; it's only hand-held guns which should cause heavy quibbling. Hence, the Demolisher needn't be ruled out; it would need some tweaking to fit the slightly different treatment of dwarfs in Discworld stories (a topic to which this thread will return later), and the options involving guns would have to be scrubbed, but it could be playable. In addition, deep-delving Discworld dwarfs may not carrying guns, but they do sometimes carry flamethrowers, so patching in Liquid Projector skill and appropriate weapons from GURPS Low-Tech (and an incendiary analogous to Greek Fire) would be fine. The Musketeer, on the other hand, probably has to be ruled out.

Pyramid 3/47: One can somehow imagine a Discworld-Dungeon campaign built around the Monster Slaver, complete with aggravatingly accelerating market demand for more, weirder, and bigger monsters.

Pyramid 3/76: Like the Mentalist (see above), the Psychic Slayer probably doesn't really fit on the Disc.

Next Up: Nonhuman Races
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