[DF] Advice for first-time Dungeon Fantasy GM
Hi forumites,
I'm going to be GMing my first Dungeon Fantasy mini-campaign soon. Has anyone out there got any great advice for me? I'm a fairly experienced GM; I've just never GM'd DF before. (By the way, if anyone is currently in Stockholm, Sweden and wants to join in, speak up!) |
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Re: [DF] Advice for first-time Dungeon Fantasy GM
Use a varied opposition. Don't throw endless hordes of orcs at your players, but mix it up with Stone Golems and Toxifiers, flesh eating apes, and things that are immune to magic.
Throw in some varied challenges, too: tricks, traps, long tunnels in no-mana zones that need to be climbed, etc. Give everyone a chance to shine. Keep an eye on your wizard's spell lists. Its the spot in the play of the game that is going to challenge your assumptions the most. Figure out if your players want a challenge or an escapist romp, and plan the encounters for that. |
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What those guys said, but also:
- the PCs are badasses right from the word go (I had a Knight start with Two-Handed Sword-21, Weapon Master (Greatsword), and ST 17 - nevermind the Magery 6 wizard). So expect that - it's pretty high powered, so monster will die. Embrace that - you can throw more monsters next time. - follow Mark's advice about varied non-combat challeneges even if the PCs aren't designed to tackle them. You need to scout and didn't make one - oh, this'll be extra-tough. Part of the badass thing is that sometimes the challenges aren't to your core competency. - decide ahead of time how you want to award experience. How you award XP will drive behavior - if you give extra XP for killing everything in the dungeon, expect that. If you give XP for exploration, expect that, too. - Have fun with it. DF is dungeoneering with a nod and a wink to old school silliness. If you try to run it as a dark, serious, gritty game, you're trying to ram a square peg into a round hole. It works better if you just take it a little lightly and focus on the kill monsters, take treasure, go back to town aspects. In addition, a bunch of us running or playing DF have blogs about our games - there is a link to mine in my signature, and it has links to the others (including Mark's). |
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It's not D&D. Don't expect it to be D&D. Mages aren't artillery, fighters aren't "tanks" and thieves aren't "damage dealers." It's a considerably more "strategic" than tactical game. Don't approach a dungeon as a series of unconnected fights, but as a more cohesive whole.
GURPS really works more like a game of Shadowrun or other "hiest" games. Characters have certain specialties in a broader scheme, and they will use them. Magic-users are more about crowd control and bringing unconvential solutions to the problem. Thieves and scouts and barbarians and even swashbucklers, to an extent, are about bringing "mobility" to the dungeon, allowing them to get around obstacles through sheer physical prowess and skill. The combat-oriented types are very lethal. Throw a knight or a swashbuckler against any reasonable group of orcs, and expect them to mow through at least one a turn (the minion rules aren't there to make this sort of thing easier, but to reach the inevitable conclusion with less muss and fuss: one hit from a knight with high striking strength, weapon master and a great-sword is going to destroy anyone not similarly badass): The reason you can't afford to ignore the knight isn't because he has you "tagged," but because he's going to kill you if you turn your back. This isn't to say that mages and thieves don't have their combat uses, they do, but fighters are about fighting, and so expect them to be very good at combat. GURPS has never been a "pile of HP game," and it isn't here either. They will win because they're not being hit (or being hit too lightly for it to matter), because they're dominating the battlefield, or because they evaded it completely. At high level play, expect ruthless exploitation, and design your monsters accordingly. When I tossed together monsters in my thread, I made quite a few that I found spectacularly ridiculous, like dragons with a DR of 20 and such, and I have since watched DF veterans rip them apart like they're nothing ("DR 20 and how much nictitating membrane? Dead!"). It's a great game, but don't expect it to play anything like D&D beyond the typical "Go into dungeons, kill monsters and take their stuff." It's still very much GURPS, and GURPS is about thinking about how things would actually play out. Do the same in return. |
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As the series' creator and primary author, I would endorse all of the advice so far, especially this stuff:
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It is disappointing to hear DF as a silly genre. I feel it can be silly if you want it to be silly but you can play seriously if you want to.
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GURPS inherently supports completely non-silly dungeon fantasy out of the box. It isn't a silly game, and it has tons of rules depth. Because of this, many gamers – especially newcomers to the system – felt that it was a poor fit to the sillier, murderhobo kind of dungeon fantasy. Dungeon Fantasy™ was created as a demonstration that GURPS could go there, too – as a way of reaching a market who might have otherwise overlooked GURPS as hopeless for beer-and-pretzels gaming involving beardy dwarves, fireball-chucking wizards, and heal-bot clerics. There's always the rest of GURPS for those who aren't in the market for beardiness and pretzels. |
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Could there be a GURPS series about high fantasy with dwarves and elves and dungeons that is done in a serious manner? Maybe GURPS Heroic Fantasy where you could play a wizard who fights monsters and the forces of evil? But done in such a manner that at least attempts to make sense. Maybe something like Ars Magica or Pendragon or Stormbringer?
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Dungeon Fantasy is not slapstick, and the game you say you want to play feels exactly like the DF game I'm currently playing in. If you read Peter's game reports on his blog, I would be very surprised if you called his play reports "silly." What DF doesn't do is get nose-in-the-air snooty about metaphysics or some half-baked "realism" or economic consistency. You have these small squads of murder-hoboes running around, likely sleeping, traveling, fighting, showering, and likely having nookie with trancendentally beautiful half-nymph ninja babes (or at least wanting to) in full armor and no one cares. That can be described as a bit 'silly,' but what I think it really means is that it's not pretentious. It's a framework that can be used to have some serious fun without getting crotchety about it. The existing DF series can be used as-is to play the kind of game you seem to want. Full stop. Many of us on this forums, and at least two campaigns I know well (one from playing, one from reading about it weekly) are quite far from "silly," even if we embrace the tropes and stereotypes quite fully. |
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For example, he's using the word silly to describe a DF campaign based on a world not much unlike Athas of the Dark Sun Campaign Setting. Of course, we can probably all agree that the mood and atmosphere of Dark Sun isn't silly and Kromm's not saying it is. (I'll note the one and only published adventure is set in a desert and there was nothing "silly" about its mood or atmosphere). But, DF, like Dark Sun, is a worked example; DF just doesn't use space in its rules books to include setting information to explain the classic tropes and staples and stereotypes of a campaign setting like Dark Sun (or Ars Magica or Pendragon or Stormbringer) does. So, by default, DF is "silly" in Kromm's words because that sort of stuff shouldn't exist and DF doesn't take the time to rationalize it. In other words: Quote:
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Shoot. I meant to include my own advice before posting.
Since you're an experienced GM, I'll skip basic advice like the first and most important rule of role playing games is to have fun. We know what rule #0 is, too. ;) I'll also skip warning you not to make every adventure a spotlight for the character that does the highest DPS and can tank the most damage. Of course, you have to keep all players entertained, even the ones who made scholars. DF talks a lot about "niche protection," but it's more than that; it's about giving all the players what they need to have a meaningful, interesting and most importantly fun role playing experience. First of all, two posters above, Mark and Peter, have excellent DF-centric blogs: They dabble in other areas as well, but mainly from what I've read of late, it's primarily DF. T-Bizzle has a good GURPS blog that often broaches DF as well with a link in his sig above this post. I ran standard fantasy with a character creation point budget of 150 and a disadvantage limit of -75 using only the Basic Set and Magic from 2004 until just very recently and reluctantly making the switch to Dungeon Fantasy. I'm very glad I did. Other than the system design aspects such as using templates for character creation and whatnot, there were two major points of adjustment I had to make:
1. PC's can start with combat skills in the 20's. That's not a problem. It's awesome. It opens up a whole 'nother rules set basic GURPS provides, but is less often used in standard fantasy gaming due to lower skill levels. Almost every attack made by an experienced player will be deceptive or rapid. Often, both. Commonly, Knights, Swashbucklers and Barbarians will take an Attack maneuver with the options of rapid strike and deceptive -4 -- for a total -10 to each attack roll -- when they are working with skills of 23 or higher, and if they didn't start with that level of skill, they will very quickly obtain it! For example, right out of the gate, a Knight can chose DX +3, Broadsword (A) DX+6 [24]-23, then take the Weapon Bond perk (Adventurers, p. 14) for an additional +1 to skill with his chosen weapon. So, be prepared for that. Monsters with one defense at 12-14 -- good in standard fantasy -- might as well have no defense at all in DF. In short order, they are going to be chewed up and spit out and booed off stage by a PC with skill 21 making deceptive attacks at -8 every turn. On the flip side, PC's, particularly linebackers like Knights, can start with fantastic defense scores. Again, I'll use the same Knight. With DX+3 and Shield (E) DX+2 [4]-19 and a DB 2 medium shield, a Knight laughs in the face of a ST 30 ogre with a maul and skill 12-14, common standard fantasy levels of skill. The Knight blocks at 14 and parries (with skill 23) at 18 without retreating. He'll shred the standard fantasy ogre, likely in the first round by lopping off its leg, arm, or even head with an easy targeted attack to the neck location. High PC skills change many of the concepts of monster design used for standard fantasy. It's something I've greatly enjoyed as a new DF GM. It means you get to design more robust combat encounters. 2. Monsters must be designed to fit their opposition. That doesn't mean they must be designed to be difficult or easy either one; but what you don't want to happen is for a monster that you designed to be a challenge to be a walk in the park, or a monster you designed to be a push-over to put your session on the brink of a TPK. Let me pull a few examples out of many. By no means is this comprehensive.
Here's a good thread about basic PC party composition: [DF 1, 2] Which Four PC Templates? All that said, as other have noted, Wizards, Druids, Bards and other casters are the most likely to throw a wrench in the gears of your dungeon's design. Again, that's the same as in standard fantasy but it seems to be compounded in DF. Experience and knowledge of the spell list in Magic are required unless you want to constantly hose players who chose to create casters with, "You can't do that!" or, "That spell just doesn't work!" or, "Sorry. No-mana zone." That's not fair to pull very often and it's certainly not fun for the player on the receiving end. Quote:
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The term "murderhobo" reminds me wonderfully of early RPGing, when the question of "So where do our D&D characters actually live?" came up in the game, and there was an odd moment when we realized that nobody had any idea... Quote:
But on that topic, I hope people wanting "serious" Fantasy don't forget about Banestorm. I always think it's under-appreciated. Hm, I don't know whether many DF players are clamoring for a ready-made game world to host their dungeons, but it'd be fun to see a simpler "alternate" Yrth (the Banestorm world) readied for DF – a conversion of sorts, with less trade and politics, more weird gods and monsters. Sounds like a nifty Pyramid article to me, if an actual DF line book would be going too far... |
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Apologies to both parties. XP Gunna have to edit my post! |
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I outlined a campaign world when I started my DF campaign, but I sometimes wish I hadn't. I think a lot of fun comes from trying to rationalizing why things are so weird on the fly, and taking some flip remark a player makes about the world and deciding it is true. When a player says, "Owlbear? Those things are like loot piñatas!" I decided that his treasure was literally inside of him. I really like the disconcerted looks when the player realize that they called it.
If I were starting now, I would spend my preparation time on statting challenges, and no time on thinking about the setting, allowing it to emerge on its own. I mean, you need rumors and hooks, I guess, but a list of undefined names and place names is good enough to improve that stuff for me. |
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Undead, though, yeah, True Faith is a win button, although Doug and I have gone back and forth on some ways of changing that if you want it weaker. Quote:
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- a big dungeon - a city - some rough wildernerness mapped in my head - places to put side dungeons if I need them Everything else was defined in play, often by off-hand comments by my players. Nothing as funny as loot pinatas, but the actions of the players defined the setting as much as the setting defined the actions of the players. The more time you spend planning the overarching stuff in the game is time you aren't spending putting monsters in front of treasure and PCs in front of those monsters. Quote:
Maybe "Dungeonland" funny, but still. ;) |
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I swear to the Old Gods and the New, I will incorporate loot pinatas into a future dungeon as soon as possible. |
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"murderhobo" is a fairly common terms in D&D-land. I'm not sure of the origin.
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My Majestic Wilderlands supplement is a polished version of my GURPS notes with the GURPS mechanics replaced by classic D&D mechanics. And my Scourge adventure was originally run using GURPS. And Blackmarsh reflects more my experience running GURPS Fantasy from the late 80s onward than it does my AD&D experience in the late 70s/early 80s. I would not call my stuff a "hit" but it been well received. And based on the feedback there is a least a niche market for this kind of fantasy especially with a system with an excellent design and the mechanical details to back it up like GURPS. |
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There is some great advice in this thread. I wish I had been able to read this when I ran Mirror of the Fire Demon. I was caught off guard by a number of things that the advice in here would have prepared me for.
IME, the most important thing is to realize the sheer power level of DF PCs. They are, in some ways, "over the top." However, being over the top is a relative thing--you just need to create challenges that fit. |
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GURPS Fantasy It's not a finished, worked example - but IMO you can't get both a finished, worked example and one that will suit all people's needs in all cases. It's like saying you want a generic specific setting. This is why DF succeeds, though - it's deliberately focusing on the lowest common denominator of dungeon fantasy - the dungeon bashing part. Banestorm is a more serious look at the same subject, but I wonder if has as much widespread fandom and attraction as DF. And it's been around since Orcslayer for Man-to-Man. |
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- clerics are murder on undead, but no matter how tough they look, they're still not front rankers. Our Axe/Mace-15, 2d+3 or 4 doing cleric got mauled by an ogre in short order when he stepped up, thinking that was pretty good combat power. - just how nasty the Knight can be. The current knight in my DF game is run by the guy who played a 90% identical PC in MOTFD. He tweaked him after that, but having someone do 3d+7 cutting twice a second let us know just how high the baseline was. - just how much magic you can get with 250 points. The wizard's spell list was limited compared to our last game, but he was able to do much, much more than we expecting from a "starting" wizard. Power Items were a pleasant surprise, too. - that combat was like our older GURPS games, but even more so. With the damage being done by PC and NPC alike, it was parry-parry-parry-dead in a lot of combat. We went in with more of a "focus on one guy, cripple the legs, aim for the eyes" and ended with a lot more "don't waste any damage with blowthrough, and attack as much fodder per turn as possible" than we'd had before. Then again, our first games in this campaign teetered between "total massacre of NPCs" and "Oops, missed that parry, make a new guy" a few times. It's still GURPS, and fights are still deadly. It's just that what used to be a worthy fight (say, ranked orcs with polearms and supporting missile fire) became, with careful fighting, a fairly easy win even without the main damage-dealers in attendance. |
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GURPS Fantasy is a good book but it really just an overview of the fantasy genre. I would hope for a more supported series that deals with high fantasy but is geared more towards the serious end of the spectrum. I use the DF series now for rules, monsters and treasure but I play in a gameworld set in Mythic Earth which is similar to Ars Magica with real gods and cultures as the back drop for dungeon delving.
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First, I'd like to single out a few words that I actually wrote:
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The world is nigh-overrun by terrible creatures, entities so dire that they can kill ordinary folks and defy armies, and that control limitless stores of valuables. Despite this, the world still has enough trade and agriculture to support feudal empires dotted with towns that are home to temples and a healthy guild system. The fiscal support for this society ultimately rests on pillagers who bring valuables back to civilization, and who are so powerful that they can accomplish what feudal lords and town-sized settlements cannot. Part of that power includes astonishing abilities apparently learned from even more capable masters in towns and monasteries . . . yet these masters' only visible contribution to society is to send out thugs (dungeon delvers). I dunno – I can't take that too seriously. Quote:
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The catch with settings is that they're specific. If you remove the specifics, you return to the vagueness that tends to get "silly" (or "not serious enough," or whatever term you prefer). And the tricky thing about being specific is that if the choices aren't to the liking of the audience, the product doesn't do well. For instance, the specific setting of Yrth isn't a hot seller, because it isn't the worked example for everyone. Since it's prohibitively expensive to publish alternative worked examples until one catches on with the crowd, or so that there is something for everybody, the alternative is to publish instructions on how to roll your own. We did that, too: GURPS Fantasy. Basically, SJ Games has published both a genre guide and a serious worked example. It seems only fair that there's also a less-serious worked example for other tastes. It doesn't seem fair to criticize the latter product for not being one of the first two. It actually seems obtuse to ignore the first two and demand that the last one cover the ground they already covered. |
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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.) |
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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!) |
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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.) |
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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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I wonder if we will evolve the same way . . . |
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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. |
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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. |
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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. |
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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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But what about all of the wonderful loot the cripled monster has ;) |
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I also use a modified mook rule I've mentioned a bunch of times. This is because the average hit puts people into the "unable to usefully keep fighting" category from a body hit already. So I'm just saving myself the handful of rolls required for the body-cut guy to try to be useful again before he drops anyway. |
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See that is fine, but I do not want to play, run, or buy material for a campaign where everything is faerie. I can respect that someone wants to do that, and I say more power to anyone who does. Dungeon Fantasy, as a line, tells us almost nothing about the setting. That is up to the people playing/running it.
That means that no one is saying stuff like "well, I'd buy that Dungeon Fantasy supplement, but I don't want to play a game about fighting faerie, I want to play a game where ogres and dwarves and elves are actually all elder things." GURPS books have to sell to more than one person. My campaign notes, on the other hand, can have one customer (me). |
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Would that be a good idea for DF? I'm thinking the main benefit might actually be signal value, if I'm going to GM for some players I've never GM'ed before, or some players who have no experience with the system used (GURPS, Sagatafl, or hypotethically Modern Action RPG), telling them very strongly and directly that "this is for real, this campaign takes place in a dangerous world, and your characters can die." Making a backup character for vanilla GURPS is an involved process, and I don't think many players who are GURPS fans will want to do that. Making a backup character in Sagatafl takes even more effort (whcih is why any such rule there would be a guideline, and would usually give the playes a month or 6 weeks extra time to make the 2nd character, after gamestart), but with the detailed and fairly flexible templates in GURPS Dungeon Fantasy volume 1, it's not very ardorous to make a backup. So would it be a good idea? Specifically for bog-standard GURPS DF campaigns? |
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GURPS DF characters start out highly competent, unlike 1st level characters in level-based RPGs or computer games, yet with the same minimal degree of world experience as those 1st level characters. That makes it impossible to create one potentially very interesting character concept. |
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There's also a lot of Ars Magica setting stuff that's relevant, both material for older editions, and material for the current 5th edition. I've pointed b-dog towards some of it before, and I'd be happy to help him further, if he asks me. |
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My instinct, if I were to play in a DF campaign, and if I were to play a fighter type (I'd be much more likely to play some kind of spellcaster, or a Thief, or Bard or Scholar,or maybe Artificer), would be to make a near-beeline to get that Enchantment on my favourite sword, because of the way DR works in GURPS. Would that be a mistake? Presumably the price of $5000 is at least somewhat balanced with the other options. But I imagine it's possible for both GM and players to either over- or understimate how useful getting an AD on one's weapon is. |
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For a bit, it made Cadmus sometimes the only guy who could hurt certain folks. It also means that since he does 2d+3 when he's not under the influence of Righteous Fury (which can add up to +6 to swing damage through the ST boost) that he can still inflict 2d cut through DR 6. With RF on, he's at up to 2d+9, but usually something like 2d+7, which means unless you're dealing with DR 20 golems or something, he can hit DR 8 plate armor as if it weren't there, still with 2d+3 cut remaining. Both of those blows will sever a leg or render someone to -HP in one shot. What it still does not do is give you the benefits of high ST and Weapon Master for truly large damage totals of the type that Peter's knights have when they ARE such characters, swinging a flail. |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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See the box on DF:7 page 5 for how to make your DF pantheons more "realistic." |
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The average ST14 knight without Weapon Master, wielding a broadsword, does 2d+1 damage. If that sword has Puissance, he can't reliably hack through the armor of a Golem-Armor Swordsman, a Mindwarper, or a Siege Beast (average damage of 9 vs DR17, 10, and 10 respectively). With Penetrating Weapon, he can (damage 8 vs effective DR 9, 5, and 5 - he still has to get luck against the Golem, but at least it's possible now without a critical hit.) Penetrating Weapon is severely undercosted unless hardened armor is routinely available. I've added a Hardening enchantment, priced the same as Fortify, in my games to balance in better. |
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Re: [DF] Advice for first-time Dungeon Fantasy GM
I think that unqualified Penetrating Weapon could use a higher cost, yes. It has the cost it has in DF to stay consistent with Magic – compare p. 63 and p. 65 of that work. However, I'm not the biggest fan of arms races . . . I don't think that introducing the concept of hardening for a price is the best fix.
My solution would be to qualify Penetrating Weapon. I'd scale to the point-cost progression of Permeation:
DR 1-3: Natural hide, scales, etc. (e.g., most dire animals and unarmored humanoids); nonmetallic armor.Finally, I'd simply ignore Penetrating Weapon's effects vs. any DR provided by magic (Armor spell or Fortify enchantment) or psi (e.g., mindwarper's psychokinetic DR), or that has the Force Field enhancement (e.g., Demon from Between the Stars or electric jelly). Thus, somebody with DR 6 plate could ignore anything less than quadruple-power Penetrating Weapon – and if he had Fortify 2, he'd have DR 6/2 + 2 = 5 even against that. |
Re: [DF] Advice for first-time Dungeon Fantasy GM
At the risk of link-dropping, here's a section from my blog collecting combat advice - much of which is directly taken from DF-style campaigning - for melee combat in GURPS.
Melee Academy This is a collection of relevant post titles which can be considered part of the Melee Academy series, even if it didn't appear under that title. These will include discussions of tactics and skills for combat in GURPS. Right now I've got material from Gaming Ballistic, Dungeon Fantastic. RPG Snob, No School Grognard, and Orbs and Balrogs. I'm happy to add any relevant material as long as it gives tactical and skills related advice for combat in GURPS! Watch this page for new stuff that helps get people's arms wrapped around fightin' in GURPS, and if you see something on another page that belongs here, let me know and I'll add it! Skill Levels Skill Levels for Melee Combat in GURPS (Gaming Ballistic) Melee Skill Levels: A surplus of Awesome (Gaming Ballistic) Skill Levels for Ranged Combat in GURPS (Gaming Ballistic) Melee Academy Melee Academy: High skill vs. armor and shield (Gaming Ballistic) Melee Academy: Combat Grappling and Wait (Gaming Ballistic) Melee Academy - Team Tactics 101 (Gaming Ballistic) GURPS Melee Academy : Circling like Sharks (RPG Snob) GURPS Melee Academy: Berserker's Wingman (Dungeon Fantastic) GURPS Melee Academy - Stop Hit (Dungeon Fantastic) Melee Academy: What's the Tradeoff for NOT Using a Shield? (Dungeon Fantastic) Melee Academy: Fundamental Tactics Principles (No School Grognard) Melee Academy: Tactical Positioning via Waits and Retreats (No School Grognard) The Effectiveness of Knights in Dungeon Fantasy (No School Grognard) Creating and holding on to initiatives in GURPS combats. (Orbs and Balrogs) Not Melee Academy but Still Cool Making grapples suck less in armed combat (Gaming Ballistic) Low Tech: Choosing the right armor by weight (Gaming Ballistic) Low Tech: Choosing the right armor by cost (Gaming Ballistic) Exploiting weapon reach in GURPS (Orbs and Balrogs) The feint: turning what you are good at into a combat asset.(Orbs and Balrogs) GURPS Weapons & Tactics: Flails (Dungeon Fantastic) GURPS Weapons & Tactics: Picks (Dungeon Fantastic) GURPS Weapons & Tactics: Throwing Weapons (Dungeon Fantastic) GURPS Weapons & Tactics: Using Shields Offensively (Dungeon Fantastic) |
Re: [DF] Advice for first-time Dungeon Fantasy GM
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I am highly suspicious of the efficacy of trying to plan for everything. I think it is likely to result in campaigns that are years in the planning and hours in the realization. That's fine, if you really want to prepare, not play, but that is not my own preference. |
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On the other hand, letting people getting cheaper access to penetrating DR means that weaker fighters can affect higher DR monsters with the right weaponry, and that's not bad. It's not like I don't have an unlimited number of monsters - I can use more if it turns out the weapons are better than expected. So far we haven't had anyone with one, because I don't make it trivial to just buy made-to-order or enchanted-between-sessions-to-order magical items, and because my players are laser-focused on "stuff that keeps us from dying." |
Re: [DF] Advice for first-time Dungeon Fantasy GM
Note that "speaking languages" in DF is a role covered by either a scholar using Book-Learned Wisdom, or a bard or a wizard casting a Gift of Tongues or Gift of Letters spell. The possibility of learning languages the hard way is left open, but really, who would bother? Language is mostly meant to be a transitory challenge, not a hard setting feature.
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Put another way, most dungeons probably have clues all over the place in the form of runes, and there may even be old books back in town that nobody can read, describing all the traps and treasures in there. The GM is well within his rights to omit mention of all this if the party has no facility to learn languages quickly, but to bring it up when there's a scholar along for the ride. That's just part of the missing Scholar entry under Making Everybody Useful (DF 2, p. 30). |
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See, this is why I love this forum.
Three days ago I posted a little plea for advice. Then I went out of town. Now I come back to find no less than seventy six responses! Thanks to everyone for the great advice, and thanks also for the more general DF-related discussion(s), which are really very interesting. |
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When I made my DF world, I came up a brief document that pretty much covered the entire known world (I'm proud; I managed to keep it to five pages, despite my love of minutiae). It has very little detail, so a lot of it is "discover the world while you play." Then I told the PCs to feel free to make whatever they wanted about the world, as long as it didn't directly contradict what little I did right. Some of them have done so--the gave me quite a bit of info on dwarf and pixy culture that I didn't have to come up with, and it allowed those players to make characters with rich backgrounds. A lot of other stuff is invented mid-game as player asides. I now know more about elven drug culture then I ever wanted to, for instance. :) So basically, let the players come up with stuff and you then decide whether you want to OK it or not. After all, it's DF; it doesn't have to be meticulously though out. |
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