GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
The essence of GURPS Dungeon Fantasy is slaying monsters and taking their stuff. Until now, though, the monsters (lurking in GURPS Dungeon Fantasy Monsters 1 and 2) have filled more supplements than the loot (stashed in GURPS Dungeon Fantasy 8: Treasure Tables). We can't have that! That's why we're kicking off the new GURPS Dungeon Fantasy Treasures series.We opened the chest The inaugural volume, GURPS Dungeon Fantasy Treasures 1: Glittering Prizes, offers the GM a wealth of new ways to tempt adventurers with cash, going into great detail on the composition, size, and appearance of not just coins made from precious metals but also nearly anything else that might count as money – including some things that don't look the part. As well, it expands on what Treasure Tables has to say about costly fabrics, remarkable materials, decorative motifs, and cultures of origin. In short, it transforms a pile of plunder from a $ value and a collection of generic items into a find that requires a little thought (and possibly an adventure!) to count, spend, or sell. And some of these valuables are better kept than traded, whether because they're intrinsically useful or because they're magical, while others are best left where they were found . . . Everybody loves a good haul of booty! Drop some of your real-world coin on Glittering Prizes and you won't be disappointed. — Store Link: http://www.warehouse23.com/products/SJG37-0332 |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
This sounds really cool and sounds like something I might be interested in.
I dunno if this is the appropriate place to put it, but one other thing I'd kinda like to see in future installments is guidance for potentially mapping the tables to slightly higher tech levels (for Victorian/Steampunk treasure, and lowish tech guns especially, since Dungeon Fantasy sits on the border of TL3/4 apparently) But from just the short description it sounds like this one answers a lot of the popular economics lore questions I've seen and heard. |
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I leave you, then, with the theme song I've selected for this book. 1. Well, sort of. There's a Pyramid issue which has not one but two takes on gunpowder-using characters in DF. |
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As someone who keeps popping up in the threads here about coins, I really really love this book :)
So, some thoughts, which is sort of a disorganized review: I love the various tables and charts for making up coins and etc, either once at the start of your campaign to make up some generic coins everyone uses (with flavor!), or to make a unique horde that's potentially quite annoying for players to spend. I'm happy to see non-coin money (like paper money, shells, and rai) in the book. Great for characters from That Foreign Place (you know the one, the one were all the weird PCs come from). The magical and cursed coins are cute, as well as the weaponized coins and coin-based gadgets :) I like the rogues tool of the sharpened coin making it into the book. I think the Hell Money box could be adapted in general to interesting money sacrifice tricks for PCs, which could make for equally interesting dungeon puzzles. "Details, Details" overrides or expands on the similar parts of DF8. I really loved the details and embellishments sections of DF8, and if you did too, you're in for a treat. I'm also left wanting to make one of the particularly annoying monsters a sources of exotic fluorescent yellow dye, or something like that. Who's the natural market for day-glow colours in the DF universe? "Implausible Materials", to me, is an extension on Details, but it's a particularly fun and exotic take on the idea. Adding more Implausible materials, with some small game impacting details? Totally awesome loot ahoy! Despite being focused very much on the shiny sparkly decorative bits of treasure, Matt managed to shoehorn some weapon modifiers and a gadget in the back. The gadget appeals greatly to my old-school roots :D |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
What I would call "mild disappointments" except that's much too harsh:
1) Length. Only 22 pages, and that's counting index and cover and so forth. It's not that I felt things were lacking, I just want more because I love treasure stuff. I don't feel like I'm being over-charged for the length - I just want more of the same. So publish more in this series ASAP so I can keep giving you my money! 2) I have a retro-fondness for the old treasure type tables, or even D&D 3e and 4e's "treasure for level" and "treasure parcel" tables. I have no idea how you'd do something like that for GURPS, but I want it. I can't say I was set up to think this was in Glittering Prizes, but a big book on coins sorta feels like a good place to put things like "bandit pocket change tables" or some sort of guideline on how big the dragon horde should be[1]. Regardless, I'd love to see that in a Pyramid article or in another book in the series. [1] Possibly taking into account the horribleness of the dragon, but I think even pointing out less meta and more practical things like "You will need $2 000 000 in gold coins regardless of size to make a Smaug-like bed for a SM X dragon". |
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Though... thinking about it, I think I heard something like this being covered somewhere once, but specifically armor. Though, that would probably be a good launching point to extrapolate easy to believe numbers. Oh, and one other idea, if it's ok to spit something like that out here... Some guidance for ensuring (or at least increasing the probability) higher quality loot when drawing from the table in circumstances where it seems like the players deserve something awesome. I think I read a small blurb suggesting just adding a small modifier or something to dice rolls, but does that actually necessarily improve odds? I can kinda wing it for example by saying, "a weapon that someone in this party can use with at least one enchantment, with a divine background origin story," but if there is a way to extrapolate "Do these modifications to get lower-on-average tier items and these ones to get higher-on-average tier items" that'd be real nifty. |
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For 3e-style, instead square the CER, multiply by IQ, and divide by 100 (or whatever suits your taste). Make that total horde worth. Apportion as you like. |
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Take the wealth level of the settlement. If you don't know or don't care. it's Struggling for a market village or smaller and Average for a town or bigger. Make it for the TL; assume TL 3 for DF (lower are barbarians, see end of graf), so Average wealth is $1,000. Divide it by 10 (that's the average monthly net after cost of living), multiply it by population (if you don't have this handy, assume 50 for a hamlet, 200 for a village, 600 for a market village, 2,000 for a town, 20,000 for a city). That's the most money you can get in that settlement for everything you sell. Halve this for a barbarian settlement (which won't be more than a market village anyways). Now, take the Status of the richest person in the settlement (again, if you don't know, it's Status 2 for a hamlet, 3 for a village, 4 for a market village, 5 for a town, 6 for a city, 7 for a capital). Find the wealth level associated with that (Status 2 $5,000; 3 $20,000; 4 $100,000; 5 $1,000,000; 6 $10,000,000; 7 $100,000,000). For most goods, 10% (again, a month's net for that person) of that represents the highest priced good available for sale. |
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So suppose there was a magicratic civilization that used materialized FP as currency. How much would 1 FP be worth?
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The upper limit on FP as currency in DF is $5, because that's what it costs to put 1 FP in your power item (DF 1, p. 28). The $1/point for Quick and Dirty enchantment (DF 1, p. 30) is lower, but that's discounted for "invested in this one item for one purpose." I'd call $5 the going rate for "goes anywhere, does anything" FP.
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One solution would be to have the civilization learn a secret to make transferable power items, so you either need an appropriate item to hold the energy (at standard power item prices), and trade the energy plus item, or require users of the currency to have big enough "wallets" (their own power itema) to store the energy. Another solution would be to make the energy inert until transfered to a power item, so it can be traded freely, but to actually use it as energy is not that easy. Make the process require a Thaumatology roll, and take 1 hour per point to make it inconvenient enough. The last idea is to trade in "essences" as described in The Material Difference, from Pyramid #3/66, and follow the guidance there to set the price. In my games, I make raw essence worth $40/point, and refined essence worth $50/point. |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
Most excellent! Thank you very much! I'll treasure this...
Cheers! Onkl |
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So I looked up Paut because I suddenly remembered its existence and it's priced at $135 for 4 FP, or $33 per FP. How come Paut is so expensive if the upper limit is $5/FP?
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So, looks like we've got $1/FP for "Bound into a magic item to power it," $5/FP for "Bound into a single item belonging to the character, usable for anything," and $33/FP for "Restores lost FP."
These could be simplified into "Enchantment, non-portable," "Item Recovery, non-portable," and "Personal Recovery, portable." What's missing, then, would be "Enchantment, Portable" (loot that can replace FP for Quick and Dirty casting), "Item Recovery, Portable" (an item that can recharge your Power Item in the field), "Personal Recovery, Non-Portable" (results in effects similar to a Very High Mana zone, but without increased Critical Failures - you can cast, instantly recover, cast, instantly recover, and so forth, but only within the temple or whatever), "General Use, Non-Portable" (you can use money entirely for powering a spell, but only within the temple or whatever), and "General Use, Portable" (an item that can be sacrificed in place of FP to power a spell). There might also be a Single Use type (where you can sacrifice money in a temple or an item in the field to cast, say, Fireball, but not another spell) and/or a Single College type (as Single Use, but any spell from the Fire College). Code:
Type Stationary PortableEDIT: I've split this tangent into its own thread to avoid potentially cluttering this one. |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
I wrote a review you can read here. Short version: Great for the detail-oriented GM, but starts poaching in Low-Tech's territory. Not for every Dungeon Fantasy lover, but definitely something for those of us who don't play DF completely by the book.
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Also, just went through the book. It's got some pretty good stuff, particularly all the historical information on coinage. The bit on fasteners was interesting as well, and of course Doublehard Glass is a welcome addition. In fact, more artifacts from the Translucent City would be interesting, such as armor-grade Tempered Glass (and of course the Doublehard treatment could result in something akin to Hardened Steel or Duplex Plate). One minor thing I'll note - organic currencies aren't quite as implausible as the book indicates. From what I've read in the past, cacao beans were used as currency in the Aztec and Mayan empires. |
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For this reason, ER is distinct from FP, although I agree with the reasoning of the RAW ruling for why ER shouldn't be cheaper than FP. |
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From the description of Energy Reserve: "Each level of Energy Reserve (ER) gives 1 FP that you can only spend to cast spells of one type." It's an advantage that holds FP and applies special conditions to those FP; it doesn't establish a new, separate currency called "ER." When you spend energy points, they're FP whether you take them from your FP stat, your power item (which canonically "holds extra FP for casting spells"), or your ER. It's just that each source has different rules for how the FP it contains are spent, drained, and recharged. It's like comparing financial instruments: They might differ in how they're treated for the purpose of taxes, IRAs, offshore banking, etc. and have very different degrees of liquidity and portability, but they're all still measured in dollars, pounds, euros, or whatever, and can often be combined for specific purposes.
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