07-07-2008, 10:14 PM | #1 | |
Join Date: Jul 2006
|
The Complete GURPS Dungeon Fantasy
Quote:
Introduction Character Creation Lots of Character Templates Skills, Advantages, Disads, etc at least everything that is used in the above template Combat Basic Advanced (Focused on medieval combat) Magic About same quantity as in GURPS 1st Edition Magic. Rules system for Arcane, Druidic, Bardic, and Clerical magic. Monsters Every monster that in the D20 SRD that can be reasonably used. An important sidebar will be how to figure out how difficult an encounter will be. Nothing like a Challenge Rating but more like the advice of experienced GM. Treasure Yes Treasure Tables and descriptions Starting Setting Something as complex and fleshed out as Keep on the Borderland/Cave of Chaos or 4th edition's Fallcrest/Kobold's Lair. The centerpiece will be a honest to god key dungeon. Do this in 256 pages. Sell it along side the other GURPS Books. Have three 32 to 64 pages adventures available as well. This is not a replacement but rather the entry point to the larger GURPS line. Space and Horror would be done the same way. Plus any other genres that SJ Games would think work. With this a Person can pick up a complete ready to run RPG that is GURPS. Rob Conley P.S. Points of Lights, a project I am working with Goodman Games on, the Swamps of Acheron chapter originated from my GURPS fantasy campaign. It was run around 1992. That campaign originated from my Judges Guild Wilderland campaign that was run under AD&D in the early 80's. In short I had some experience running a D&D style world using GURPS. http://www.goodman-games.com/4380preview.html http://www.ibiblio.org/mscorbit/imag...nd_preview.jpg Last edited by robertsconley; 07-07-2008 at 10:22 PM. |
|
Thread Tools | |
Display Modes | |
|
|