03-16-2014, 01:08 AM | #41 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Help with a Grim Survival DF Setting
Like I said when I first brought it up, it's not really relevant to a GURPS game. And of course they'll think it's good, it's their morality.
Getting back on topic: What will the PCs be doing once they've sorted out their hole full of tigers problem? |
03-16-2014, 11:04 AM | #42 | |||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
First let me appologize for derailing the thread I started.
The ideas of alignment pulled in from D&D is an interesting side topic to me, but as folks have pointed out, not applicable to this campaign or discussions on the GURPS forum. I may try to start a separate discussion in the General Roleplaying forum. Quote:
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03-16-2014, 11:10 AM | #43 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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By that time, they will need to either "buy" more supplies from above (from monster ears or gold) or, as you suggest, start foraging in the underground. The only characters that may be able to start with Survival (Underground) will be a Dwarf. So most characters will be using default rolls. -Dan |
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03-16-2014, 12:11 PM | #44 | ||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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But the idea of making it easier is tempting. I would probably have lump torso+arm-limbs+leg-limbs as one set, but then make armor for head, hands, and feet separate. Quote:
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-Dan |
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03-16-2014, 12:32 PM | #45 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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If they act logically, their first act should be to find a safe refuge / base. The journal entry (intro piece/vinnett) gives them a general idea of some local features around the landing area: North – Abandoned town, Gloomlight Quay East – Former Redeemer Camp, Graves, passage way up South – stone bridge over an underground river West – a forest of fungi trees, some showing signs of being harvested There are a number of other nearby features that are not described in the journal entry if they go exploring elsewhere. Gloomlight Quay offers the best immediate safe refuge they know about. If they go there, they are likely to get more hints of other areas worth looking into. After they establish a base of operations, then I assume they will start exploring, going on delves, meeting their neighbors, finding out about the local politics, and working on improving their lot. At some point, if they survive and continue to search, they will find a way back to the surface. And if they get the right allies and patrons, they will be given a chance to take on/out the Faith of The Light. That is the general plan. -Dan Last edited by DAT; 03-16-2014 at 01:55 PM. |
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10-09-2016, 02:51 PM | #48 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
No, I had to move for work and haven't gotten a new GURPS group together. The only in person games around here are D&D5e and Pathfinder. The only GURPS I've been running is at Cons, and I haven't decided if I could run this as a Con game.
Recently I've been thinking about what I would have to do to set this up as a VTT game using Roll20 or Fantasy Ground. |
10-09-2016, 02:57 PM | #49 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: Help with a Grim Survival DF Setting
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Race to get there and grab a weapon before the white tigers attack. Do the fast, lightly-armored guys make it, or do the slower armored guys survive long enough, only to find the fast guys grabbed all the decent weapons, and all that's left are daggers and broken spears to fight with? Alternatively, do the the players with fast guys get to the pile, grab two weapons each, and then run back to hand one to an armored guy, and fight alongside him or her? Throw in just enough terrain to make tactical choices meaningful (a few pillars and stalagmites, and maybe a stream with steep sides), and then run that baby!
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 10-10-2016 at 09:10 AM. |
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dungeon fantasy, underdark |
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