Re: [DF] Advice for first-time Dungeon Fantasy GM
There are (at least, non-exclusive) two ways to play Dungeon Fantasy. One is the semi-serious, ignoring-all-the-world-rigor dungeon delving for the feel of epic adventure, risk and gain. This has a lot of different shades. My personal leaning lies here along the 'discover the world and its secrets' vein. When I think of dungeon delving, I think of overgrown ruins and ancient empires and pillaging their bones for wealth while coming across awesome and terrible secrets and, occasionally, trying to carve out your own pocket empire on the face of the world.
The other way is more comic, laughing at the genre and having a good time with it while playing it, poking holes and fun at its inconsistencies. Know which one you want and which one your players want, is my advice. (Disclaimer: I'm not saying that there aren't other ways to play or that the two above don't mix in some proportions in every game or really anything else anyone should get all worked up about if they think there's an exception to what I just said. There are LOTS of exceptions. I've just found it a useful distinction in my mind, since I lean one way and my players the other.) |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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It's beer and pretzels (or as I now prefer, "beardedness and pretzels") gaming at its finest. That doesn't make it stupid it just means you aren't supposed to feel the same way about it as you might feel about an ultra-serious Call of Cthulhu world-spanning investigation campaign with low power characters trying to prevent the end of existence. (And some people can't take that seriously either!) |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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Re: [DF] Advice for first-time Dungeon Fantasy GM
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(Again, not quite true, and I have the proof in my sig. Dungeon Fantasy games require quite as much work as the other sort, even on the setting - just not on making that setting self-consistent.) |
Re: [DF] Advice for first-time Dungeon Fantasy GM
As far as advice I would say first determine what your group likes. If they just want kill monsters and take their stuff then you can just buy a premade dungeon and stock it at whim with no thought as to why they are there and what they are doing. But if the players like a good story with mystery then make a good story that makes sense and when the players defeat the enemy and solve the mystery then they will be fullfilled. A good story goes a long way towards keeping players entertained. If the story is interesting then the players will be happy even if you are not an expert Dungeon Master.
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Re: [DF] Advice for first-time Dungeon Fantasy GM
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I wonder if we will evolve the same way . . . |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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Cutting a leg off of a humanoid might end the fight. Might not. Same with a monster - especially a multi-legged one. Stabbing the eyes? It might have a brain, it might not. Chopping the body and putting it past -HP in one blow? Hard to discount that as a default tactic. Works way too often, and it works even if it turns out the guy has Supernatural Durability or Unkillable or is levitating or has No Brain - it's always valuable to ensure the most injury sticks to the target without blowthrough. I know from my comments on berserkers that some people feel very differently from my guys - that you should cripple the legs, back off, and finish the crawling foe at your leisure. But ultimately we've found that's a waste of time - it's turning a one or two blow fight into a three to four blow fight for no additional value. |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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Absent these, which will usually be absent in practice, a foe that can't attack you isn't worth worrying about. Move on and forget about the crippled orc/minotaur/whatever. |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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- you often need to fight on that same ground. - enemies with a crippled leg are movement-limited, but not motionless, nor unable to attack. Especially in a fantasy game, where opponents might have magic, psi, afflictions, innate attacks, sheer attack skill, and/or special advantages that reduce the impact of crippling. - again, not all enemies are vulnerable, or usefully vulnerable, to crippling. You can waste a lot of time finding out, which is silly if you're hitting on a 16 or less and doing enough damage to threaten a one-shot kill. Skill 20+ and 2d+a lot or 3d+ a lot will be a one-shot kill on most "normal" (say, fodder) opponents, a one-two shot kill on tougher opponents. - you might not win the fight, and a dead guy is less likely to come back and attack you (except as an undead), but an injured foe can. I mean, my tactics might be featureless-plain foolish, but in a messy multi-fighter melee, leaving a guy with a crippled leg (if you even manage to cripple it) and pretending he's helpless is equally foolish. Plus I feel like I have the experience of play to say that what my players are doing works. It may not be the only thing that will work, and other people are welcome to do what they will. But doing your best to get past defenses and then maximizing the amount of damage by hitting a non-blowthrough location to kill or fully incapacitate an opponent works. Arguing that it doesn't, or that it's wasteful, will fall on deaf ears as I watch my skill 22+, 2d+8 or 3d+8, Rapid Strike at -3 every turn PCs attack stuff to the body to ensure they don't waste strikes crippling what could be killed. |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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Certainly, I still let the PCs use rapier stabs to the eye, poison on arrows, and so on. They paid points for that stuff. But that's fare for those bandit battles and town quarrels I mentioned. Once you go off to fight constructs, demons, Elder Things, spirits, undead, etc., all bets are off. For the most part, your best tactic is to hit as hard and as often as you can with a swung weapon or a high-FP spell, and pray that you can deplete HP faster than they regenerate. Quote:
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