09-19-2016, 02:50 PM | #61 | ||||
Join Date: Jun 2006
Location: Spain —Europe
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Re: [DF] Beyond the Dungeon
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Also, Refplace has pointed in the first place to the prejudice against Dungeon Fantasy: Quote:
Returning to your answer: Quote:
(*) Which isn't truly related to literary criticism, philosophy, scholarship not even contemporary art theories; instead of that, a very important thing is lacking of prejudices acquired by means of contemporary education and culture.
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09-19-2016, 04:31 PM | #62 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Beyond the Dungeon
Here's an idea that actually pops up in the legacy of dungeon fantasy from way way back (Keep on the Borderlands includes it as a suggested future plotline): the attack by the army of monsters. While this could be mass combat, anything DF focused should really be more about the individual acts of heroism that allow the PCs to turn the tide against the seemingly unstoppable army of foes.
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09-19-2016, 05:55 PM | #63 |
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: [DF] Beyond the Dungeon
That is true, but on the other hand DF is meant to emulate a very narrow style of play, which is the old school dungeon crawl. If I were inclined to play a court intrigue style game, why would I use DF? What would be the point of having a bunch of murder hobo's wandering around a castle full of nobles, diplomats and wealthy merchants? It would probably be really funny right up until the king has them all beheaded. It makes more sense to play GURPS Fantasy at that point.
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09-19-2016, 06:35 PM | #64 | |
Join Date: Nov 2006
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Re: [DF] Beyond the Dungeon
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09-19-2016, 07:14 PM | #65 | ||
Join Date: Mar 2013
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Re: [DF] Beyond the Dungeon
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09-19-2016, 08:05 PM | #66 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Beyond the Dungeon
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09-19-2016, 08:10 PM | #67 |
Aluminated
Join Date: Feb 2005
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Re: [DF] Beyond the Dungeon
I'd say, rather, that writing adventures is easy, for GURPS or not; writing adventures that enough GURPS players will buy to make it worth ones while is hard.
ETA: Though, now that I reflect on it, a number of the more prominent GURPS authors say they just don't think that way, more sandboxy than vaguely plotted, so maybe adventure writing isn't that easy.
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09-19-2016, 10:18 PM | #68 |
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Join Date: Aug 2004
Location: Ventura CA
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Re: [DF] Beyond the Dungeon
FWIW, which is probably not much, I would like to write them.
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09-19-2016, 11:17 PM | #69 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] Beyond the Dungeon
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09-19-2016, 11:38 PM | #70 | |||
Join Date: Nov 2008
Location: Yukon, OK
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Re: [DF] Beyond the Dungeon
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In my opinion DF is a starting point and if you want more you go to the broader GURPS material. But calling it DF and making it fit the DF mold makes it less useful or at least appear less so for other GURPS Fantasy games. I skipped the DF line for years for example till one book caught my eye and than I added more to mine for ideas. Quote:
I personally almost never run published adventures. I make my own settings and odds are they wont fit as is or he PCs read them too. I do buy some if they sound neat and mine them for ideas. But certainly people ask for them, I just think there are more of me than more people who want modules. Same with settings. GURPS has LOTS of settings, I bet more than D&D or pathfinder. Building an adventure or setting that inspires and says I want o play that NOW is tougher than most people think it is. That said I am all over a good suggestion book. A) Seed books like the sidebars in Infinite Worlds work for me. B) A book on how to build settings (Fantasy, Space, Horror) works for me. C) Even a book on how to build adventures could work for me if it had good material I hadnt known or forgotten or even things to shortcut my own building.
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