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Old 11-01-2013, 02:21 PM   #21
Peter V. Dell'Orto
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

DF town is, by default, a safe base. No screwing around by the PCs and town won't screw around with them. Nor will NPCs from elsewhere screw around with the PCs.

But what happens if the PCs want to spread malicious rumors? Is it okay, or should I shut the door on it because of the "safe base" policy?

PCs Spreading Malicious Rumors in Town - Okay or Not?
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Old 11-01-2013, 02:36 PM   #22
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

Very interesting take. This would be a pretty cool article or book. Some of the best adventures I have run or played in were in big cities like Waterdeep or Lanhkmar. Being able to do exactly that I might be able to get my players fully into a Dungeon Fantasy game for more than a few sessions.
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Old 11-01-2013, 04:13 PM   #23
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Very interesting take. This would be a pretty cool article or book. Some of the best adventures I have run or played in were in big cities like Waterdeep or Lanhkmar. Being able to do exactly that I might be able to get my players fully into a Dungeon Fantasy game for more than a few sessions.
We did lots of city adventuring back before DF, I could pull together my notes. But I'm no where near book-level yet in terms of wordcount on the subject.
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Old 11-01-2013, 04:22 PM   #24
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We did lots of city adventuring back before DF, I could pull together my notes. But I'm no where near book-level yet in terms of wordcount on the subject.
Huh. I got some extra stuff floating around my hard drive somewhere. Lack of city adventuring is a definite hole in DF, and I think, a perfect subject for a book.
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Old 11-01-2013, 04:54 PM   #25
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Huh. I got some extra stuff floating around my hard drive somewhere. Lack of city adventuring is a definite hole in DF, and I think, a perfect subject for a book.
Maybe there could be something like a DF version of GURPS Worminghall. That town seemed really interesting and still seemed medieval.
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Old 11-01-2013, 09:19 PM   #26
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Maybe there could be something like a DF version of GURPS Worminghall. That town seemed really interesting and still seemed medieval.
I never ran a medieval-style town. I went right for late Renaissance myself in all my games. It's more fun for me when there are mercantile states, banks, coin-using economies, guilds, artists, rich patrons, extensive empires mixed with tiny states, and so on, than the Middle Ages. Too low tech, socially, for my taste.
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Old 11-01-2013, 09:29 PM   #27
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I never ran a medieval-style town. I went right for late Renaissance myself in all my games. It's more fun for me when there are mercantile states, banks, coin-using economies, guilds, artists, rich patrons, extensive empires mixed with tiny states, and so on, than the Middle Ages. Too low tech, socially, for my taste.
Have you ever considered running a medieval town with TL 4 social structure? Maybe just using the social advances is all you need.
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Old 11-01-2013, 11:01 PM   #28
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Ill admit, I really enjoy other TL 4 things such as lovely articulated plate, edged rapiers and wheellocks

Of course, I mash it all together with TL 0 cavemen with big clubs and Gnomes with TL 5-6 stuff, so mileage varies

I love city adventures and would love to see whacky wild DF type cities, floating cities on clouds, cities under the waves, gnome cities, dwarf cities, elven tree cities etc!
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Old 11-01-2013, 11:22 PM   #29
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It would be cool to see something that integrated with GURPS City Stats, along with expanded categories for Dungeon Fantasy-specific matters. DF City Adventuring is sort of an obvious omission.
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Old 11-02-2013, 12:24 PM   #30
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Default Re: GURPS Dungeon Fantastic - GURPS Content Posts

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Huh. I got some extra stuff floating around my hard drive somewhere. Lack of city adventuring is a definite hole in DF, and I think, a perfect subject for a book.
We'll have to compare notes, once I get done with Secret Writing Project A with Secret Co-Author D, and Secret Writing Project B, as well.

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Ill admit, I really enjoy other TL 4 things such as lovely articulated plate, edged rapiers and wheellocks
This is why I haven't tried a medieval city, Humabout. I think fantasy works really well when you mash up TL 0-4, stick some magic in place of some tech (even with unreliable magic), and allow a more modern sense of the world. So that's how I run it. I find the medieval city a bit alien compared to the later periods of discovery, literary and artistic advances, and what feels like more powerful rulers but a little more scope for rise-from-the-bottom adventurers.
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