06-11-2007, 08:19 AM | #1 |
Join Date: Oct 2004
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GURPS does dungeon crawl?
So, I've been thinking about dungeon crawls, and I was wondering how well GURPS could handle that particular game style. I personally think it would work out just fine, and I'm putting together notes to that very effect.
I'd be curious to hear what others' experience is with dungeon crawl style gaming with GURPS. Does the system improve on any of the traditional elements, especially combat? Are there any particular pitfalls to avoid when approaching a dungeon crawl in GURPS? What options or abilities make for a better crawling experience? |
06-11-2007, 08:24 AM | #2 |
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Re: GURPS does dungeon crawl?
The problem I've encountered is that people get hurt in GURPS combat, and healing spells get progressively more difficult to cast in a short period of time. Make sure that adventurers have plenty of healing potions on hand.
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06-11-2007, 09:10 AM | #3 |
Join Date: Aug 2004
Location: Central Florida
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Re: GURPS does dungeon crawl?
In many ways, dungeon crawls are little more than exercises in resource management and allocation.
The points that Turhan Bey . . . pointed out is not untrue nor unique to GURPS. In D&D, people take hit points still, and magic spells are also limited (actually more sharply than in GURPS!) The mechanics in GURPS actually tend to work better (especially magic) for dungeon delving, than they do in D&D.
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06-11-2007, 09:34 AM | #4 |
Join Date: Aug 2004
Location: Florida
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Re: GURPS does dungeon crawl?
The solution we came up with in the dungeoncrawl game I'm currently in is to allow "over-the-top" advantages to give them an edge and let them be comfortable with being greatly outnumbered. The spellcasters came up with 2 different solutions: The mage took Magery 7 and Extreme Regeneration (Fatigue Only) with Gadget limitations. The Priest of Ra OTOH just has 51 FP.
This started as a 200-pt game with 4 characters (the two above, a cutlass-wielding rogue and a dedicated fighter) and, while we have been running through adapted 1st-3rd level dungeons, I think we'd crank through 5th-7th level conversions without too much trouble. It's great fun and great combat system practice. :) |
06-11-2007, 10:00 AM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS does dungeon crawl?
We've done some dungeon crawl type mini-adventures in our group before. As a GM there's a few things you want to sort out in advance of the session(s):
1) traditional dungeon crawls are filled with horrible monsters and the undead. Establish with your players before hand whether you are using fright check rules, and what it will take before you start asking them to make fright checks. We had a game where all the characters were specifically created as having no prior experience with the undead, and only one character had a passing familiarity with "the Occult" outside of "civil wizardry". Unfortunately one player didn't really notice this, and was really annoyed when he failed a fright check against "mere zombies". Make sure everyone's on the same wavelength. 2) If you have a D&D DMG, have a look at the environmental hazards section - it's pretty much a good list of stuff you'll want to have in mind in a dungeon crawl situation, especially with players who have prior experience with the genre. Difficulty modifiers for picking locks should be listed for each locked door. Lock is made for a huge key and gives you lots of room to work inside it? give it a bonus. Lock is rusty? Give it a penalty that can be negated by applying lubricating oil if the player thinks of it. Give "stuck" doors and barred doors ST ratings if the PCs want to force it open (Quick contest of strength sounds reasonable). Make sure to have DR and HP ratings handy in case they decide to hack it down. Good trick: create "standard door A" "standard door B" etc references with everything already written up and re-use them ruthelessly. Any pits that need to be jumped, make sure you have the jumping rules handy. If they're covered, note what penalty or bonus the characters have on their Search roll to discover it. Pre-figure falling damage into the pit, or at least pre-figure the "falling velocity" to save you one step. The big difference between D&D and GURPS for dungeon crawls is that the D&D DMG already includes what ammounts to a Dungeon Crawls sourcebook, whereas GURPS has all the core bits and pieces, but nothing already written up, in a "grab and go" format.
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06-11-2007, 10:39 AM | #6 |
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Location: Montréal, Québec
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Re: GURPS does dungeon crawl?
I've never run a dungeon-crawl campaign in GURPS, but I've run numerous dungeon-crawl adventures or "story arcs" within fantasy campaigns run under GURPS rules. Others have pretty much hit the nail on the head: in GURPS, as in all RPGs, the big challenge of the dungeon crawl is the resource-management exercise. The party has to juggle FP, HP, and possibly character points (if buying successes is allowed); ration abilities that have limited uses (like Luck) or that degrade with use (like Healing spells); and keep careful track of equipment, especially things like arrows, bandages, food, and elixirs.
If you want to have extended dungeon-crawling -- and the adventures in my campaigns have had this element to them -- then the key is to allow the PCs to have abilities that extend or bend the limits on resources. Some of the ones I've found useful, on top of the traditional spells for casters and possible cinematic martial-arts skills for warriors:
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06-11-2007, 10:55 AM | #7 | ||
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Re: GURPS does dungeon crawl?
Quote:
Quote:
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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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06-11-2007, 12:30 PM | #8 | ||
Join Date: Sep 2004
Location: Canada
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Re: GURPS does dungeon crawl?
Quote:
The important thing is if you rule otherwise, you should go out of your way to make that clear to the players so they are prepared to occasionally fail fright checks. Quote:
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06-11-2007, 12:45 PM | #9 | |
GURPS Line Editor
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Location: Montréal, Québec
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Re: GURPS does dungeon crawl?
Quote:
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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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06-11-2007, 02:22 PM | #10 |
Join Date: Jul 2005
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Re: GURPS does dungeon crawl?
Woah. And here I thought GURPS was fairly anti-dungeon. There's a sidebar in Characters that sniffs at kick-in-the-door play.
I'd almost decided that what that sidebar meant was the "giant dragon in a 10-foot room" semi- or totally-random dungeons, and that a giant underground complex stocked with monsters, traps, and loot was okay if it had a good plot, not just one of those "find the mystic wand of eye pokeage" quests. And now here's the Line Editor hissownself saying that dungeon delving is perfectly okay. That has relieved me of a whole lot of stress about maintaining a gigundous plot with more threads than the FSM has noodly appendages. If I can blow off steam by cribbing from my collection of adventure magazines, then that's fun for me too. Thanks! TWK
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