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-   -   DF 16 ??? (https://forums.sjgames.com/showthread.php?t=115833)

Taliesin 08-31-2013 10:37 PM

DF 16 ???
 
At 56 pages it's the second largest item in the DF line, right behind treasure tables. Any wild guesses about what it's about? I'm hoping for a more detailed treatment of one of the other dungeon fantasy environments. Either City or wilderness adventuring.

Though it could be a supplement giving DF stats for Munchkin monsters...

the_matrix_walker 08-31-2013 11:43 PM

Re: DF 16 ???
 
I think they are due for "Pirates" or something on the "High Seas" for our Viking like Barbarians and Swashbucklers. Second guess would be "Cities and Castles"

But what I'd really LOVE to see would be DF Power Ups 2.

fschiff 09-01-2013 12:20 AM

Re: DF 16 ???
 
No Fighting-Robots?

Blind Mapmaker 09-01-2013 12:49 AM

Re: DF 16 ???
 
I would really love to see a more in-depth "Dungeon Builder's Guidebook" full of traps, concealed doors, blind corridors and general nastiness.

Phantasm 09-01-2013 01:04 AM

Re: DF 16 ???
 
I'm kinda hoping it's DF:Bestiary II, but if it's being touted as "DF 16" and not "DF:B2", it's probably not that.

Christopher R. Rice 09-01-2013 01:05 AM

Re: DF 16 ???
 
Quote:

Originally Posted by Blind Mapmaker (Post 1638297)
I would really love to see a more in-depth "Dungeon Builder's Guidebook" full of traps, concealed doors, blind corridors and general nastiness.

I have a Pyramid article that's all about this. But it got rejected because it was too long and table-ridden. Might try submitting it again or maybe propose a book...

sir_pudding 09-01-2013 01:27 AM

Re: DF 16 ???
 
Quote:

Originally Posted by Blind Mapmaker (Post 1638297)
I would really love to see a more in-depth "Dungeon Builder's Guidebook" full of traps, concealed doors, blind corridors and general nastiness.

Kromm wrote it, so probably not.

Peter Knutsen 09-01-2013 03:05 AM

Re: DF 16 ???
 
Quote:

Originally Posted by the_matrix_walker (Post 1638266)
I think they are due for "Pirates" or something on the "High Seas" for our Viking like Barbarians and Swashbucklers. Second guess would be "Cities and Castles"

But what I'd really LOVE to see would be DF Power Ups 2.

DF:11 does offer an alternate Talent for the Barbarian, to make him more Viking-like. That does suggest a keen awareness of the possibility of sea-faring adventure.

As for Power Ups, I like them a lot, but what would you like to see in DF: Power Ups 2? DF:11 already covered a lot of things. I'm not sure it'd be particularly doable to even write a 20-page volume with more Power Ups.

roguebfl 09-01-2013 04:44 AM

Re: DF 16 ???
 
Quote:

Originally Posted by Peter Knutsen (Post 1638338)
DF:11 does offer an alternate Talent for the Barbarian, to make him more Viking-like. That does suggest a keen awareness of the possibility of sea-faring adventure.

As for Power Ups, I like them a lot, but what would you like to see in DF: Power Ups 2? DF:11 already covered a lot of things. I'm not sure it'd be particularly doable to even write a 20-page volume with more Power Ups.

Here is what been suggested:

Quote:

Originally Posted by roguebfl (Post 1026114)
What i would rather see is DF: High Seas that Covers how/what lens are needed for the base 'classes' so that it covers Pirates, Privateers, and Navy. how to run Ship vs Ship, Ship vs Monster (plus stat for some key Sea monsters: Dire Giant Squids, Kraken, Sea Serpents, Sirens etc) and Ship vs Shore.

Quote:

Originally Posted by Bruno (Post 1026118)
Oh oh! Turning Barbarians into Vikings!

Quote:

Originally Posted by PK (Post 1026281)
Personally, I could get behind this idea more than a new Pirate template. It seems like most pirate/high-sea tropes are adaptable from the dungeon-delving ones, especially in terms of characters. A pirate crew can support a swashbuckling rogue, a sneaky backstabber, a hulking viking, a well-traveled cook*, a cutlass-wielding boarder, etc.

Most of the magic- or power-based classes would probably fall into the category of "Other: Spend 10 fewer points on optional advantages and add the following 10-point seagoing skill package...", but I still think that translation via lenses would produce a better result than trying to shoehorn pirates directly into the dungeon-delving experience. And having sea rules would be excellent.

* And yes, while the bard could apply here, I was thinking innkeeper! :)

Quote:

Originally Posted by Peter V. Dell'Orto (Post 1026594)
[...]That said, Roguebfl's idea of a High Seas book is sheer awesomeness, because you aren't left hoping you have 12,000 words to say about pirates.

Quote:

Originally Posted by rosignol (Post 1026845)
Yeah, the more I think about it, 'aquatic' lenses for the existing templates (barbarian+aquatic lens=Viking!) and a supplement about seaborne adventuring in general (ships, monsters, aquatic dungeons, relevant skills, etc) instead of focusing just on the guys singing 'yo-ho-ho' seems like the way to go. Because really, all pirates are is adventurers* who manage to annoy the powers-that-be and (usually) know how to swim...

*okay, they're basically seafaring bandits. But they're seafaring bandits with *style*


Rasputin 09-01-2013 05:11 AM

Re: DF 16 ???
 
Here's a vote hoping it's NOT Pirates. It's narrow-focused (the supplements with narrow focuses haven't sold well) and should be a separate supplement/sub-line, akin to Action. It involves something most DF-ish games have not done or have only hand-waved (i.e., boats as a narrative device to get from one place to another fast), and is something into which you need to dive whole hog to get use of a supplement. DF Pirates is a bad idea. Bad bad bad bad bad. You could get most of the useful bits (namely, a pirate template) into a Pyramid article.

My hope is that it's Outdoor Adventures, which is part of the genre and can be used piece-by-piece or whole hog. Plus, let's face it, 58 pages means something important.


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