11-21-2017, 01:41 PM | #11 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
Pretty much any D&D setting works fine. I've used material for the "Known Lands", "Forgotten Realms", and Pathfinder's "Glorantha" with just a few tweaks to me liking.
The only issues you might have are assumptions on monsters and races. DFRPG Goblins, for example, don't map to Pathfinder's, so you'll either need to ignore the settings assumptions about goblins, or create your own DFRPG version of the PF goblin.
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11-21-2017, 01:54 PM | #12 | |
Join Date: Aug 2007
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
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"Glorantha" would take you to the original world of Runequest and that has some pretty eccentric assumptions of its' own even though much dungeon delving was done there (i.e. The Big Rubble and others)
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Fred Brackin |
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11-21-2017, 01:58 PM | #13 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
You should make a right turn at Absalom, instead.
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11-21-2017, 01:59 PM | #14 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
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11-21-2017, 02:11 PM | #15 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
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— 1. "Make your characters." Okay, we have five PCs. 2. Now look at what they actually need to make sense: One needs a robber baron in the vicinity, one needs an ogre tribe and a warm southern forest with elves, one needs pirates and tropical hardwood, one needs a place with magic and moabi wood, and one needs bandits and yet more ogres. Three have Code of Honor (Outlaw's); two have Social Stigma (Savage). Okay, so that tells us that a good setting would be subtropical coastal forest like the Kwazulu-Cape coastal forest mosaic. The major settlements are ports, and have the usual temples and guilds, but they're also pretty wild and home to all manner of scum and villainy. This is tolerated by the local rulers in part because they're corrupt and in part because it serves as a counterweight against ogres pushing in from the north and hostile elves to the south. 3. Pick a starting town. Any port will do, but since we have two half-ogres and zero elves or half-elves, let's go with a northerly one. Only the swashbuckler, thief, and wizard are likely to go into town, so we're looking at a rogue-friendly place with a Wizards' Guild presence (and probably a strong Thieves' Guild). Magic items and covert-ops gear will be easy to get; battlefield armor and weapons, not so much. 4. Pick a starting adventure. Everybody has six meals' worth of food, so a day's travel inland should do. They'll spend the morning fighting bandits and the afternoon dodging ogres. Then they'll get to the Forbidden Place, where those villains won't go. That's all you need. Just let it build up over successive adventures and as new PCs sign on (these guys need a healer!), each dungeon and character background adding places and story elements. Don't worry much about the names of barons or pirate ships or even towns until they actually show up on a quest. At that point, either make something up or ask the players to make something up.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-21-2017, 04:26 PM | #16 |
Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
Guess I'm just used to having a lot more background detail before starting a game session.
In the past the default assumption is that every so-called 'one-shot' game session might lead to a campaign. With a campaign my most loyal one or two players like to have maps and interesting cultural details. Does this mean I should give up on running DF and run typical GURPS 4/e instead? -OR- Just go ahead and run one or two DF sessions and not stress out about background universe details? I did make the investment by buying the box set and the GM screen package. Should at least try to put it to use. - Ed C.
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11-21-2017, 04:56 PM | #17 |
Join Date: Apr 2005
Location: San Rafael, CA
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
I think the old Greyhawk setting used for the first AD&D 1e modules is a perfect fit for DFRPG. It has a really cool map and a lot of backstory that meshes well with all the baked-in setting implications of the DFRPG. You should have no trouble finding material for it online.
Not to derail the thread, but the mention of Glorantha made me chuckle, because I am going to use the DFRPG to run some classic Gloranthan modules, including Snake Pipe Hollow and the Big Rubble. |
11-21-2017, 05:22 PM | #18 | |
Join Date: May 2008
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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11-21-2017, 07:56 PM | #19 |
Join Date: Sep 2004
Location: Earth
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
I would think that Matt Mercer's Tal'Dorei would work well for DFRPG. It was recently released, so there's not huge amount to buy, it relies on default D&D and doesn't really add any rules.
You could substitute DFRPG races, bestiary, and magic in it without issue (IMO). I think the only thing you would have to "convert" would be the small section of magic items/relics. But again...it's almost a generic setting with a nod to D&D.
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11-21-2017, 07:58 PM | #20 | |
Join Date: Sep 2004
Location: Earth
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Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
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That would make a great Pyramid article or supplement for Banestorm. ;)
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Tags |
dungeon fantasy, worldbuilding |
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