10-24-2008, 02:37 PM | #1 |
Join Date: Sep 2008
Location: PDX/Deep UrLand, The OtherWorld
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Fantasy and/vs DF
Okay, I know I've seen some mention of this in other threads but I can't locate any relevant ones at this point. I'm planning on using primarily Fantasy material (with MA and various magic/powers/etc. for the relevant specific aspects) and I'm wondering how much/little the DF material fits or conflicts with that. Scanning through the four volumes one of the main things I'm wanting to use is equipment which shouldn't pose any significant conflicts, but I'm not so sure about any of the templates, etc. Where and how do the two sources agree and/or conflict?
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10-24-2008, 03:14 PM | #2 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: Fantasy and/vs DF
Some of the equipment is going to go seamlessly into most fantasy settings. Others may strain realism too far - ie, Dwarven Weapons, (Dwarven Nunchaku? Dwarven *Whips*?), Dragonhide or Orichalcum on the open market, etc.
The character templates, at 250 points, I would find crippled in a fantasy game that wasn't Dungeon Fantasy. Another 50 (or more) points in social skills, everyman skills (area knowledge, savoir-faire, and heraldry are like this in many fantasy worlds), and social advantages (contacts, patrons, allies, etc, etc) would be safely applied to just about any of them. The racial templates are all generally underpriced for a serious fantasy campaign. Many of the races should have varying levels of Extended Lifespan or even Unaging; these things are handwaved in Dungeon Fantasy. The Elven and Dwarven racial talents can also be a bit unbalancing. In general, I'd go with the racial templates from Banestorm or the Basic Set over those in Dungeon Fantasy.
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M2: Everything is true. GP: Even false things? M2: Even false things are true. GP: How can that be? M2: I don't know man, I didn't do it. |
10-24-2008, 03:49 PM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Fantasy and/vs DF
I'm intending to use the Dwarven modifier as a rather expensive weapon enchantment in CO. I guess it'll be popular but problematic due to price (and eating up one of two enchantment slots on a kusari). In fact, I'm picking some of the equipment-related ideas from DF rather liberally.
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10-24-2008, 05:36 PM | #4 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Fantasy and/vs DF
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10-24-2008, 06:30 PM | #5 | |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: Fantasy and/vs DF
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M2: Everything is true. GP: Even false things? M2: Even false things are true. GP: How can that be? M2: I don't know man, I didn't do it. |
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10-24-2008, 07:40 PM | #6 | |
Join Date: Sep 2005
Location: Canada
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Re: Fantasy and/vs DF
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I suspect that in most campaigns, advantages that extend your lifespan don't really come into play except for flavour purposes. Unaging might be usable as defense against aging attacks, or as an unusual background to justify an unusually broad education or very high skill level, but otherwise these traits don't mean a whole lot.
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10-24-2008, 08:23 PM | #7 | |
Join Date: Sep 2008
Location: PDX/Deep UrLand, The OtherWorld
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Re: Fantasy and/vs DF
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I don't actually plan to use any of them since the campaign is not hack n slash dungeoneering - one of the reasons for switching from DnD is the emphasis on combat abilities at the expense of all others - even for classes that are "equally skilled in the arts of combat and diplomacy" - who still only receive combat abilities. . . The campaign will have a lot more social and intrigue elements which GURPS skill set reflects well. I'm also looking at starting characters at 150 pts - they've just reached (racial) maturity and are starting out - with a lot of room to grow. I'm trying to keep racial templates and regional (environmental/cultural) lens costs low - combined I wouldn't want them over 50 pts, and any "profession" (class) template options and 50 points as well - encouraging character customization. Since I'm just starting to work on the templates I may find that a little low - at least for race and region. The profession templates are simply to jump start character creation, tho' I will probably have some specific templates representing training from various orders - not just MA styles, but healer's orders, specific thieves and assassins guilds, churches, etc. - where the institution mandates a specific training regimen/curriculum. DF is definately (and openly) munchkin oriented, which is a gaming style I generally avoid (outside of games like H.O.L. and Paranoia). Paring down some of the templates to bare-bones may work for what I have in mind though. I'm kind of wondering about some of the other material being over-powered outside of DF - spells and powers, etc. as written vs. canon - if other material is usable as is or would also need paring back - or outright break some facet compared to canon.
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Have Fun, Play Well, Amergin O'Kai _____________________________________ I read banned minds. I am not Fallen; That was a Power Dive! |
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10-24-2008, 09:16 PM | #8 | |
Join Date: Dec 2004
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Re: Fantasy and/vs DF
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- DW |
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10-24-2008, 09:24 PM | #9 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Fantasy and/vs DF
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The only thing that really differentiates the spells is that there is built in niche protection - only Clerics may learn healing spells, only Druids may learn Animal & Plant spells. Otherwise they just use the standard rules for standard Magery and Power Investiture spells, with a few minor tweaks to a few spells.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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10-24-2008, 10:58 PM | #10 |
Join Date: Sep 2008
Location: PDX/Deep UrLand, The OtherWorld
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Re: Fantasy and/vs DF
Thanks everyone. As I try to GURPSize my campaign setting I'm struggling with the system's greatest strength and weakness - and suffering Ultimate Buffet Overload Syndrome: you just can't use everything. . . However, I'm looking at the "adventuring profession" as encompassing a very broad spectrum of activities and behaviors which no one in their right mind would dream of engaging in. I like the variety of paranormal abilities/practices/methodologies but I'm still pouring over those to work out implementations which each have their strengths and weaknesses. Niche protection isn't as essential to campaign mechanics since there is a lot more room to identify character niches outside of dungeon bloodshed and mayhem. (Many of them far more risky as well.) Sifting through all of the possibilities is both daunting and time consuming so I appreciate the help.
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Have Fun, Play Well, Amergin O'Kai _____________________________________ I read banned minds. I am not Fallen; That was a Power Dive! |
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