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Old 09-29-2016, 03:18 PM   #141
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Default Re: [DF] Beyond the Dungeon

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Originally Posted by booboo.tigger View Post
Can you easily transfer to GURPS if none of the 4e hardbacks are in print? The support DFRPG needs to expand beyond hack and slash is to have the 4e books back on the shelves at your FLGS. That's the fallout I'm looking for if DFRPG and the next Powered by GURPS genre box succeed. If several 'worked examples' of the broader toolkit attract new GURPS GMs, then the system will thrive again. That would be a much bigger deal than DFRPG Town Adventures or some such.
Yes you can.
First off there all in PDF except for a few licensed books.
We need visibility and physical copies on store shelves helps there. However once you have a player PDF works fine for most in expanding.
That said if stores want hardcopy books there are quite a few they can order.
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Old 09-30-2016, 01:00 AM   #142
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Default Re: [DF] Beyond the Dungeon

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Originally Posted by Nemoricus View Post

1. What types of adventures would people want to run that Dungeon Fantasy either does not support or supports weakly?

2. What do other fantasy RPGs include in their core books that allows them to support those types of adventures? How do they compare to what Dungeon Fantasy has?
I got the inspiration from Dungeon Fantasy to run my GURPS Fallout setting. Stripped down rules set in a post apocalyptic future. Man I was a happy camper when GURPS After the End 1: Wastelanders and GURPS After the End 2: The New World came out!

As for other fantasy RPG's I stopped shopping around about ten years ago when I got into GURPS 4e.
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Old 09-30-2016, 08:43 AM   #143
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Default Re: [DF] Beyond the Dungeon

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Originally Posted by Nemoricus View Post
I've seen a lot of discussion about how Dungeon Fantasy could be used to support more diverse adventures than straight-up dungeon crawling, if only it had some more stuff in it. So, that gets me wondering about how Dungeon Fantasy compares to other fantasy RPGs.

In particular, I'd like to hear people's views on:

1. What types of adventures would people want to run that Dungeon Fantasy either does not support or supports weakly?

snip
For dungeon fantasy I prefer to run light hearted games or to play with the conventions of the genre. My last DF game had self centered, self destructive members of the dark lords army as the PCs including a cowardly and sadistic goblin, demonic imps and others of that ilk.
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Old 09-30-2016, 09:06 AM   #144
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Default Re: [DF] Beyond the Dungeon

To answer my own questions, I'm interested in using Dungeon Fantasy for wilderness hex crawl games, and while Wilderness Adventures seems to be excellent support for the crunchy side, there's still a few other areas that I'd like support for.
  1. A DF treatment of settlements and nomads
  2. Guidelines on building wildernesses
  3. Location idea seeds

None of this is required, of course, but it would be nice to have.
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Old 01-28-2017, 11:24 PM   #145
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Default Re: [DF] Beyond the Dungeon

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Originally Posted by Nemoricus View Post
I'm interested in using Dungeon Fantasy for wilderness hex crawl games,
Most likely you already have seen it, but for what is worth this [DF] Hex crawling thread is active again.
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Old 01-29-2017, 08:32 AM   #146
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Default Re: [DF] Beyond the Dungeon

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Originally Posted by Nemoricus View Post
If someone looks at Dungeon Fantasy and says "Hey, I'd like to run modern day spies with this" then that's a valid answer. My question is then: Why should Dungeon Fantasy support it?
Because there were adventures where D&D characters ran around "our" world? City Beyond the Gate (Dragon #100) for example.
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