Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-19-2016, 12:18 AM   #31
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by Anders View Post
Horror. I plan on adapting Ravenloft for DFRPG. Obviously GURPS cannot do this, but maybe a Pyramid issue about Horror and DF...? just putting that out there.
Why cant GURPS handle it?
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 09-19-2016, 01:59 AM   #32
corwyn
 
Join Date: Aug 2004
Location: Saskatoon, SK
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by Refplace View Post
Why cant GURPS handle it?
SJG can't do a GURPS supplement/article converting Ravenloft material.
__________________
MiB 7704

Playing: GURPS Nordlond Dragons of Hosgarth
Running Savage Worlds Tour of Darkness (Vietnam + Mythos)
corwyn is offline   Reply With Quote
Old 09-19-2016, 02:57 AM   #33
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by Refplace View Post
Why cant GURPS handle it?
Quote:
Originally Posted by corwyn View Post
SJG can't do a GURPS supplement/article converting Ravenloft material.
Exactly. My post was unclear on what GURPS couldn't dol
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 09-19-2016, 04:06 AM   #34
scc
 
Join Date: Mar 2013
Default Re: [DF] Beyond the Dungeon

Wasn't there a licensed GURPS book for a D&D world at some point?
scc is offline   Reply With Quote
Old 09-19-2016, 05:22 AM   #35
demonsbane
 
demonsbane's Avatar
 
Join Date: Jun 2006
Location: Spain —Europe
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by sir_pudding View Post
That narrower scope and low emphasis on verisimilitude are present in those other games too (for the most part anyway); unlike GURPS they start there though and don't need an explicit notice that the material will give more weight to genre convention than to realism and to escapism over high-concept themes.
I don't agree with the narrower scope being there too. For what is worth, I'm using AD&D and its second edition as reference (or even fifth edition). For a start, they don't make the split between Fantasy and Dungeon Fantasy what we can see at the introduction of DF 1: Adventurers.

Also when you mention realism, it seems to me that it has to do more with extremely down-to-earth matters hardly having something to do with fantasy and adventure (like picking a jury). It's not that you can't find them interesting for placing them in your game, however.

On the other hand, escapism isn't in contrast with high-concept themes. Escapism has a lot to do with anagogy, and most often that would be via high-fantasy. Now, there are two kinds of escapism as well.

Quote:
Originally Posted by Malfi View Post
I would like to see Dungeon Fantasy Kingdom Building rules in the spirit of wildereness adventures expansion.
A Knight that gets a castle is a typical trope in dnd. I would guess at 500 points this makes sense, you have progressed far enough that now you can stop looting dungeons and build a Castle/Kingdom, so you will have the resources to... Loot EVEN bigger dungeons! Ofcourse castle for fighty types, thiefs guilds for stealthy types, a temple for faithful types and a magic tower for caster types is pretty standard.
A treatment like the one of The Castle Guide for AD&D 2nd ed. would be a good start IMHO.

Quote:
Originally Posted by Carnifex View Post
Running a court intrigue game with Dungeon Fantasy probably would not end well.
In the aforementioned game, there are many mentions and encouragements for that kind of campaigns.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula/Scott Haring

"Physics is basic but inessential."
Wolfgang Smith

My G+
demonsbane is offline   Reply With Quote
Old 09-19-2016, 05:51 AM   #36
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by demonsbane View Post
I don't agree with the narrower scope being there too. For what is worth, I'm using AD&D and its second edition as reference (or even fifth edition). For a start, they don't make the split between Fantasy and Dungeon Fantasy what we can see at the introduction of DF 1: Adventurers.
That game (and even more so its descendents) is geared extremely towards heroic sword-and-sorcery and has less and less support for genres that deviate significantly from there. It isn't for example, going to be as useful doing something like American Gods even though that is a fantasy novel.

Quote:
Also when you mention realism, it seems to me that it has to do more with extremely down-to-earth matters hardly having something to do with fantasy and adventure (like picking a jury). It's not that you can't find them interesting for placing them in your game, however.
People expect this kind of detail from GURPS supplements. A serious GURPS treatment of founding and managing settlements would need to use rules like those of City Stats and those of Boardroom and Curia and cover everything from the founding of Sumer to the establishment of a colony of nanomorphic fast-folk in the upper atmosphere of a gas giant. It certainly would need details about the fundamentals principles of the administration of justice, because this is a critical part of the management of any settlement!
Quote:
On the other hand, escapism isn't in contrast with high-concept themes. Escapism has a lot to do with anagogy, and most often that would be via high-fantasy. Now, there are two kinds of escapism as well.
I meant the kind of escapism that makes, as Peter said "more gaming and deeper dungeons" fun, this is a contrast with running something with sophisticated themes that require serious literary criticism to parse, or even ones that are more apparent but complex. Making me think about life, mortality, ethics, and so on does contrast with the variety of escapism that nondeconstructed dungeon delving delivers, because this is the kind of escapism that gets me away from having to think about that kind of stuff!

Quote:
A treatment like the one of The Castle Guide for AD&D 2nd ed. would be a good start IMHO.
That was, IIRC, geared towards the same sword-and-sorcery usages I am talking about. I agree that GURPS treatment like this would be appropriate for Dungeon Fantasy. I disagree that a treatment like this would be appropriate as a general GURPS supplement on the subject, except as possibly a set of design switches in the greater work.
sir_pudding is offline   Reply With Quote
Old 09-19-2016, 06:09 AM   #37
demonsbane
 
demonsbane's Avatar
 
Join Date: Jun 2006
Location: Spain —Europe
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by sir_pudding View Post
That game (and even more so its descendents) is geared extremely towards heroic sword-and-sorcery (. . .)
And geared towards high-fantasy as well. It's very broad in comparison with the scope officially acknowledged so far to Dungeon Fantasy (https://goo.gl/j9dyiG):

Quote:
Originally Posted by Kromm View Post
DF is comic-relief munchkin fantasy. That's how it was born, that's how it was written, and that's how I've seen it played at cons (I've even played in a few games!). It isn't about deep scene-setting or storytelling. It's about whipping out a combat map and slaughtering things to bits for rewards . . . kind of like Munchkin, with GURPS rules.
Returning to your answer:

Quote:
Originally Posted by sir_pudding View Post
That was, IIRC, geared towards the same sword-and-sorcery usages I am talking about. I agree that GURPS treatment like this would be appropriate for Dungeon Fantasy. I disagree that a treatment like this would be appropriate as a general GURPS supplement on the subject, except as possibly a set of design switches in the greater work.
Recently I've been revising that material and maybe it's broader than what you may be recalling.

And mentioning The Castle Guide, I am talking about the GURPS Dungeon fantasy frame, or DFPBG as well, not about the standard GURPS frame.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula/Scott Haring

"Physics is basic but inessential."
Wolfgang Smith

My G+

Last edited by demonsbane; 09-19-2016 at 02:44 PM.
demonsbane is offline   Reply With Quote
Old 09-19-2016, 06:26 AM   #38
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: [DF] Beyond the Dungeon

Quote:
Originally Posted by demonsbane View Post
And geared towards high-fantasy as well. It's very broad in comparison with the scope officially acknowledged so far to Dungeon Fantasy (https://goo.gl/j9dyiG).
“In war the first principle is to disobey orders. Any fool can obey orders!” - First Sea Lord Admiral Sir “Jackie” Fisher

I mean, why do you have to stick with what Kromm officially acknowledges? It's not like the MIBs are going to break down your door and...

wait, what is that knocking sound?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 09-19-2016, 06:31 AM   #39
demonsbane
 
demonsbane's Avatar
 
Join Date: Jun 2006
Location: Spain —Europe
Default Re: [DF] Beyond the Dungeon

Hi Anders,

Even if that attitude isn't very inviting, even contrary to approaches of the kind "use your own criterion", of course one can do as he pleases and I'm not going to deny that the Dungeon Fantasy material is used for running normal fantasy campaigns.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula/Scott Haring

"Physics is basic but inessential."
Wolfgang Smith

My G+
demonsbane is offline   Reply With Quote
Old 09-19-2016, 06:47 AM   #40
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: [DF] Beyond the Dungeon

Look, I remember the first edition of the Swedish RPG DoD, from 1982. It had four professions - Warrior, Thief, Learned Man and Wizard. Playing anything other than Human was considered advanced rules. There were no rules for social interaction, or for doing just about anything other than fight and cast spells. Believe me when I say that it was more restricted than DFRPG in almost any way, shape and form. And people played High Fantasy with it. Don't underestimate peoples' ability to invent rules on the fly.

And remember, when you are used to DFRPG, you can easily transfer to GURPS. Or you can convert something like Social Engineering to DFRPG. I think people like to do a bit of work themselves.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Reply

Tags
dungeon fantasy, fantasy


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:02 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.