12-16-2016, 02:44 PM | #1 |
Join Date: Aug 2004
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Pyramid #3/98: Welcome to Dungeon Fantasy
(This issue is free to everyone who pledged $50 or more to the Dungeon Fantasy RPG Kickstarter! For Pyramid subscribers, that means this doesn't count toward the duration of your subscription. For the rest of you, enjoy the complimentary issue; if you enjoyed it, consider subscribing for more.)Either you're our guide, There's an undeniable appeal to the simple dungeon crawl. Whether it's the sole focus of your campaign, or just a way to blow off steam between more complex plots, it's just fun to delve into ancient crypts and tunnels and overcome the evil monsters, traps, and schemes therein. And that's why we've explored this topic several times already. But what makes this issue different is its focus on getting started. What would a group new to Dungeon Fantasy find useful? The answer we came up with was, "Adventures, monsters, and good advice." Of course, it's no accident that those things are useful for every group of delvers, so that's what we packed into Pyramid #3/98: Welcome to Dungeon Fantasy!
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12-16-2016, 03:08 PM | #2 | ||
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
Quote:
Quote:
"Hypothetically."
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12-16-2016, 03:16 PM | #3 |
Join Date: Feb 2009
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
I am now curious how well N works for a solo adventure with a single higher powered character, like say 500pt weight class
And I sooooo want to run the Inn adventure |
12-16-2016, 03:57 PM | #4 | ||
Join Date: Dec 2012
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
Quote:
Favorite quote of the whole thing: Quote:
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12-16-2016, 04:08 PM | #5 | |
Join Date: Sep 2004
Location: Canada
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
Quote:
That said, try it out and report back!
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12-16-2016, 04:20 PM | #6 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
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As for the above, N+5 becomes N+17; try it out. I'm thinking a 500 point melee would do fine, especially if he's heavy armor. Others would be more complex. The real problem would be when N applies to boss-like creatures. Even a Knight might have a problem with 3 stone golems, say.
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12-16-2016, 05:30 PM | #7 |
Join Date: Sep 2004
Location: Canada
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
In my experience, one stone golem seems to be about even with one ~275 point barbarian, if that barbarian went the armor route (or I suppose wasn't berserk). But it's the kind of even that leaves one party in rubble and the other party battered to hell and back. I'm curious about Mrugnak vs 2 or 3
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12-21-2016, 06:15 PM | #8 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
Very short review:
The two things I think DF clearly needs more of are monsters and adventures. There's only one published full-length adventure, and three monster books plus the monsters in DF2. (But one of the monster books is all Goo, which would be cool if it were one of 27 monster books, but not so much if it's one of three.) This Pyramid issue has two short adventures, and 15 monsters. So, huge win. Even if you don't run the adventures, just seeing dungeon maps with hexes instead of squares makes me happy. Avoiding spoilers, Matt Riggsby's adventure is a good one-shot or campaign-starter for a group of PCs who might not really know each other yet, who meet in an inn. And David Pulver's has a nautical theme, for those who like sea caves and pirates. It's also got an article for DF GMs from Peter Dell'Orto. The theme of the article is: control your game by deciding what subset of the DF rules to allow. Make decisions on what you want to allow, rather than just allowing everything by default. You might make different decisions that he does, but at least think about it. DF is already a simplified subset of GURPS, but this is about simplifying even more. I think that's a good idea, but kind of obvious. (At least if you're a GM who believes in Rule 0.) And there's an article for new players (and maybe GMs who have new players) from Steven Marsh. It's very basic advice: have a character sheet and know what's on it. If you don't know all your character's powers, print them out, so you don't need to dig around in books during the game. Have paper and take notes during the game. This article seemed very basic to me, but it might help someone. Overall, I give this issue an A+ for DF, because it has 2 adventures and 15 monsters. And an A for general fantasy, because you can probably still use some of the monsters, and maybe the inn and dungeon maps. If you don't play fantasy, there's probably nothing in this issue for you. |
12-21-2016, 06:21 PM | #9 | |
Join Date: Sep 2004
Location: Canada
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
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Interior maps (inns and dungeons) can sometimes be re-purposed but that's usually a more involved exercise.
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12-22-2016, 12:19 AM | #10 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Pyramid #3/98: Welcome to Dungeon Fantasy
Really what I want? Is an article that talks about how to design dungeons. And I mean the actual layout of the physical location. That is the thing I've never really been good at. I almost always end up repurposing a dungeon map from some other adventure. But I'd really love an article that teaches up dungeon design.
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