12-11-2015, 05:52 PM | #11 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Dungeon Fantasy 17: Guilds
I've been trying to find a satisfactory build for "dormouse adventurer" PC for a few years. Teacup Guild might be right down his alley at 4 PM.
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12-11-2015, 08:24 PM | #12 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS Dungeon Fantasy 17: Guilds
What would be an appropriate amount for a non-member to bribe a guild into an AR?
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12-12-2015, 07:36 AM | #13 |
Join Date: Mar 2013
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Re: GURPS Dungeon Fantasy 17: Guilds
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12-12-2015, 07:39 AM | #14 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 17: Guilds
I've got a fairly respectable way to deal with style familiarizes too. I'll probably put it in Pyramid - though it could be a full-length book too.
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12-12-2015, 08:00 AM | #15 |
Join Date: Mar 2015
Location: Montana
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Re: GURPS Dungeon Fantasy 17: Guilds
I'll be looking forward to the dual-crossbow-pistol style. I had a player try to make that and I ended up houseruling some things that I was ok with, but never fully happy. I look forward to seeing what your take on it is.
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12-12-2015, 08:31 AM | #16 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: GURPS Dungeon Fantasy 17: Guilds
Quote:
However, if you're talking about paying off a guild leader to make a decision in your favor, that might be good for a bonus on a some other AR roll. Following the bribery rules for Contacts (p. B44) is probably a good place to start, but it might be worthwhile to make it riskier: roll against some social skill, and on a failure you offend the leadership and have all your group's ARs turned down. But, again, keep an eye on your cost-benefit ratio.
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12-12-2015, 09:16 AM | #17 |
Join Date: Feb 2007
Location: New York City
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Re: GURPS Dungeon Fantasy 17: Guilds
Thank you T.B.C. it's a good book & I'm already finding ways it's useful in my DF campaign.
I'm a big fan of most of the stuff you have written for GURPS. |
12-12-2015, 03:25 PM | #18 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS Dungeon Fantasy 17: Guilds
A very useful book, especially for novice GMs and those who want to move away from pure DF. At the same time it plugs in very well into DF. Personally I would have loved worked examples like those Dungeon Magic Styles better than the generic guild types, but I can see how they can be immensely helpful. Maybe we can get worked examples as a follow-up? Or a new sub-series?
For those who want to know more: I posted a review on my blog.
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My GURPS and mapmaking blog: The Blind Mapmaker |
12-13-2015, 10:35 AM | #19 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Re: GURPS Dungeon Fantasy 17: Guilds
Bought it, and reviewed it.
http://pseudoboo.blogspot.com/2015/1...17-guilds.html Overall, I was surprised at how useful it looks, and it engages a lot of creativity and idea making gears for me.
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12-14-2015, 01:03 PM | #20 | |
Join Date: Jun 2013
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Re: GURPS Dungeon Fantasy 17: Guilds
Quote:
Of course, all these numbers are just off the top of my head - I haven't decided if I'll buy DF17 yet. |
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