02-06-2012, 10:48 AM | #11 | |
Join Date: May 2009
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Re: Settings for DF
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And, quite frankly, there have been ruminations that the default setting assumptions for D&D (the primary genre source for DF) are exactly this, only the pre-apocalyptic civilization wasn't necessarily "modern Earth". |
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02-06-2012, 01:43 PM | #12 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Settings for DF
It's GURPS Dungeon Fantasy -- the usual generic hodgepodge of Tolkein/D&D/Warhammer with some spice from the various authors' imaginations will work well.
But, a setting now is like putting the cart before the horse. SJG should just keep putting out supplements like DFM1 and DFA1 -- we are lucky just to get those. No need to have a setting world book when we only have one monster book and one dungeon and no word on any others of either kind. Now, if SJG planned an Adventure Path, like they have for Pathfinder and D&D, then yes, a setting would be nice. |
02-06-2012, 03:56 PM | #13 | |
Join Date: Nov 2007
Location: Sydney
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Re: Settings for DF
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02-06-2012, 06:07 PM | #14 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Settings for DF
Ah, yes. I barely read the thread. It's a topic that surfaces often.
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02-06-2012, 06:43 PM | #15 |
Join Date: Oct 2007
Location: Vermont
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Re: Settings for DF
Awesome. I'm seriously considering stealing this one next time I want to run a fantasy campaign.
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My ongoing thread of GURPS versions of DC Comics characters. |
02-06-2012, 10:48 PM | #16 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Settings for DF
Dennis
The "Common" language that characters know by default is openly called English. The only real-world religion to exist in the setting is Vatican II-flavor Catholicism. The population consists of the descendants of 20th-century Earth fantasy RPG nerds; the world's natural magic allowed the populations to diverge more wildly than is possible in the real world (I.E., all PC races have human ancestry). Narrative Causality forces the world to behave in accord with The Rules. This is why there's still treasure in old tombs that would logically have been robbed long ago, among other things.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
02-07-2012, 06:13 AM | #17 |
Join Date: Jul 2007
Location: West Virginia
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Re: Settings for DF
THE NEW LANDS
It doesn't matter how they got there. They could travel across oceans to another continent, across the skies to another world, or through a GATE to who knows where. The point is that a group of people have moved into a new land. Those that lived in this land before left strange underground cities, they must be explored and their secrets discovered! There's a wild west/ Icelandic republic/Greenland/Virginia out there. The right goodies or knowledge from the ancient cities could make a man or woman a Monarch! The cities themselves might be salvagable! High stakes and bigger risks!
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Per Ardua Per Astra! Ancora Imparo |
02-07-2012, 07:40 AM | #18 | |
Join Date: Jul 2006
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Re: Settings for DF
You can download my hex crawl setting Blackmarsh and adapt it easily for GURPS Dungeon Fantasy.
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I dual licensed it under creative commons and the OGL so people are free to post any modification or adaptation for GURPS. Provided of course they stay within SJ Games On-line policy. Note: The setting has a substance called viz. In GURPS, 1 viz would be a a one time use only 1 point powerstone. |
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02-07-2012, 07:53 AM | #19 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Settings for DF
I was going to suggest the Blackmarsh setting myself. There's not much there, in exactly the right way to be useful for a campaign setting. A map with a little history and a little politics and a whole lot of potential.
The other obvious world to use is Yrth, from Banestorm. The templates that ship with it aren't exactly DF scaled, but it was designed with traditional Tolkien and D&D inspired fantasy in mind. It also helps that there are at least five adventures published for the setting.
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Online Campaign Planning |
02-07-2012, 09:18 AM | #20 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Settings for DF
I like the post-apocalyptic idea.
Maybe the disaster was a demonic incursion that mortals barely won. But in some hidden areas small nascent portals still exist that must be destroyed lest the war start anew. These portals act as monster magnets. |
Tags |
dungeon fantasy, gurps, settings |
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