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Old 12-14-2014, 09:25 AM   #561
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

How do you get into my megadungeon, anyway?

The Known Entrances to Felltower

Short version: Not so easily, anymore.
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Old 12-15-2014, 07:49 AM   #562
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

I wrote up some basic tips on Meta-Traits, and a general "Why use them?" as well.

GURPS 101: Using Meta-Traits
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Old 12-21-2014, 12:45 PM   #563
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Just some notes on the anachronisms I like to have in my DF game.

DF Felltower Anachronisms
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Old 12-28-2014, 06:33 PM   #564
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Last session of Felltower for 2014.

Session 53, Felltower 44 - Caverns fully mapped?
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Old 01-15-2015, 06:11 AM   #565
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

My DF game rolls on:

DF Campaign - Session 54, Felltower 45 - Raiding the Orc-Held Castle
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Old 01-15-2015, 06:12 AM   #566
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

A look at Kachin Bando, Lethwei, and their entries in GURPS Martial Arts.

GURPS, Kachin Bando, and Lethwei
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Old 01-17-2015, 06:00 AM   #567
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Attunement is a thing in D&D that limits the number of powerful magic items you can use.

Since some of my friends play D&D, I take a look at it. I also take a look at how I limit powerful magic items in GURPS, and how GURPS does it in general (powerstones vs. power items, anyone?)

Attunement in D&D 5e and GURPS 4e
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Old 01-17-2015, 10:53 AM   #568
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

That illustrates in dramatic fashion why our group has considered 'Finding things to hit' to be one of the Three Core Capabilities (alongside 'Hitting things' and 'Surviving things hitting you')


The Grand Army of Stericksburg was thwarted because they couldn't actually get to where they could hit anything
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