I wonder when DF will do non-European fantasy
I really like the DF series and I believe it will follow the D&D pattern. First it will stick to the standard Tolkien fantasy along with monsters from European myths and monsters. But later when D&D exhausted all they could with orcs and elves they moved on to Oriental Adventures and then they had some setting called Al Quadim in the Islamic world. So I am just curious if or maybe when the DF series will exhaust the fight against orcs and trolls and then move onto a different culture.
I know there is GURPS Ninja but that is just one book. |
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The Martial Artist already implies the usual kung-fu movie aesthetic unless you really push the template into an odd direction and a samurai is called out as an example interpretation of the Knight template.
The Wildmen come across as North American sasquatches to me. Regular DF isn't so much "European" as it is "Olden Days cultural stew". |
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Yeah, CousinX used DF to run a high-power Japanese-themed hack / slash / loot fantasy game (all too briefly; I miss TFOXWX), and it worked no problem, and I've done a partial write-up for a Hindu Mythology theme DF setting using the same rules that I'd like to run someday. If you're asking about official publications, Rasputin has your answer, but in terms of utility the existing products are ready to go as-is. The G is for Generic. ;]
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I wouldn't mind seeing a Nyambe crossover license supplement...
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I could easily imagine an entirely kickass dungeon fantasy campaign using the same tropes as DF, set in ancient Greece with the serial numbers files off only a tiny bit.
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Other than equipment list and slightly different flavors of races and monsters, what is needed?
Remember that DF isn't particularly European itself. It's D&Dland. Any similarities between that and any historical period in Europe is coincidental. |
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If you start playing around with politics, you've left DF. |
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That said, I think DF points in that direction more than one might suspect, or at least fails to point away: most templates are fairly culture-neutral (I don't see how one would have to change the thief template to make it conform to pop-culture tropes of feudal Japan or ancient Egypt; the decorative motifs and techniques in DF8 are essentially global) or can be trivially used to adapt them to specific cultures (a samurai is just a knight using a katana; take the axe away from the faux-Viking barbarian, give him a spear and a large shield, and he's a Zulu), a number of bits and pieces are more loudly evocative of non-western tropes than others (shamans, for example), and Mirror of the Fire Demon is in emphatically not-European geography. |
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The whole fake Africa or fake Asia thing is exactly what I would be interested in for DF. I would just love to have some touches to make it seem like the PCs are exploring an exotic land. Sure they are kiling monsters and taking their stuff but it is fun to change the backdrop and costumes sometimes. I just bought Ars Magica Between Sand and Sea which is about Mythic North Africa and it is definitely interesting so if there was a DF Arabian Nights to go with that then I would be pretty happy...
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Well, there could be a 'DF: Explorers', covering going off on adventures to far-off lands to find things to kill and loot. It's pretty much in theme for DF.
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DF1: Adventurers pretty explicitly states that DF takes place in a non-culture, and removes any and all cultural traits from the templates.
Any cultures applied to the templates or the feel are the reader's own biases, not the writer's. Martial Arts and Low-Tech provide a list of weapons and indicate what culture they come from. Quite a few of these weapons are Universal - Axe, Spear, Knife, Knobbed Club, Mace, Shield, Crossbow, Regular Bow. Others give counterparts: You want a kama? Use the stats for a Sickle. A Mongolian or Persian scimitar? Cavalry Saber has your back. A Chinese halberd and a European halberd may look different, both both use the Halberd stats. Mechanically, it's the choices of weapons, armor, and deities that give DF its flavor, and DF7: Clerics is pretty explicit about not giving names or cultural bias to their gods. DF9: Summoners gives tips for making Chinese, Indian, and Japanese elementalists who use elements that are not necessarily the four Classical Greek elements: Metal, Wood, and Void/Ether. If you want it distinctly non-european, remove blatantly European weapons and armor. No full plate, no brigandine, no greataxe. Encourage PC and NPC names - which DF itself does not provide - in the flavor you want. The only thing I could possibly think of would be replacing the "classic fantasy" racial templates (Elf, Dwarf, Minotaur, Centaur) from DF3: The Next Level with templates from other cultures: Rakshasa, Tengu, Scorpion-taur. (I'd keep some form of Halfling, as they seem universal, though I might change the template a bit.) |
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The mythos-specific monsters alone would probably justify doing culture-specific DF supplements, but as someone who once ran a bit of d20 Nyambe, I think there's a bit more to this than that. The unarmoured warrior with the completely iron spear, the wizard who had to worry about not being mistaken for a sorceror, and the priest who could transform into a baobab tree, gave the thing a distinct flavour.
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Yeah I'd argue DF is just a filter that is added on top of a setting/culture (since it is setting agnostic).
Some DR character troupes might be a better fit for some cultural settings than others, but I willing to bet most cultures are actually broad enough encompass them with a little thought. I.e I reckon I could do Vedic swash bucklers, Vietnamese barbarians and Viking martial artists if I tried. |
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I think DF went to the level to have its own official setting. Maybe testing it with a Recap of Banestorm, calling it Yrth-DF or something like that with a 24-pages PDF to "adjust" the level of Banestorm with DF style and after that, create an entirely setting "à la Forgotten Realms" or something similar based entirely on DF materials - keeping the Dungeon Crawling materials but involving politics, storys, adventures, and so on...
I know it's "one kind of thing that Sci-Fi player don't use" but I think DF is a great and popular line. The next step of evolution of DF could be a setting of it's own. |
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Here is a link to Ars Magica Lands of the Nile which would be awesome for a DF setting IMO.
http://www.atlas-games.com/product_tables/AG0313.php |
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Potential pyramid articles all.
I kind of feel the 'DF setting' is a skerry in infinite worlds with populations transported by banestorm. Its probably notorious for reality quakes too. Infinity quarantined it, but it's great for I swat recruitment. |
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Within the genre of Dungeon Fantasy, different cultures are mostly bestiaries and flavor text. The earliest 'genre' dungeon I can think of off-hand is The Hidden Shrine of Tamoachan, and other than style of the opposition, it's a basic dungeon crawl.
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I think they got bored of them. Or to make it more specific their customers would get bored so they needed to make it fresh to keep their clients. Why would I buy Paladin book #3? Is there something groundbreaking and new in it that it is necessary to have it? If you eat pizza all the time you will soon be fed up and will acquire taste for something different. Same goes with everything else we consume. Even rpgs. This is what I would describe as having or experiencing “visual saturation”. You become sick of seeing knights, peasants and dragons and now you are looking for something else. So you play around with feudal Japan, Arabian nights, Ancient Greece or Rome for example. Quote:
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As you can see before I even posted there were already people stating opinions similar to mine. You must remember that different culture usually doesn’t change the structure of the story. Mostly what is changed is the visual input. And that is only the outer layer. Visually knight, viking, samurai and roman legionary look different from one another but still they all fill the same role. They can have different background but in their core they are same. They are warriors. You can change the name but warrior still remains a warrior. Few years ago I had epiphany. To give it context my group usually plays few different campaigns at the same time. To avoid burnout and allowing GMs to plan their games every few weeks GM would finish a story arc for his game and other GM would step in from where his campaing stopped. So we switching between game campaigns (sometimes even game systems). One day it just clicked to me that we could play any of those particular stories, change the culture and visuals while the story in its core would remain the same. I’ll give you an example, of what I'm talking about, from popular culture. https://cdn3.artstation.com/p/assets...jpg?1443930654 If for have time placing this scene it is reimaging of opening scene of New Hope. Imagine Star Wars in Feudal Japan. Japan is under civil war. Spies of Rebel Forces, opposing the Shogun, have stolen plans detailing structural weakness to the Death Star, a heavily armed and armored castle placed on strategic position enabling it to attack, and lay siege on any of multiple adjacent regions. Princess Leia, in possession of those plans, is taking shelter in castle that is currently under siege by shogunate forces led by Darth Vader. Before the castle falls she gives the plans to her two retainers R2-D2 and C-3PO and sends them to Tatooine province. On their way two retainers are unfortunately captured by slavers and sold to rice farmer Owen Lars. Luke Skywalker, Owen’s nephew, overhears two retainers one day and hears them talking about how they need to find a person called Obi-Wan Kenobi. Luke wonders if she is referring to Ben Kenobi, a hermit and ronin who lives nearby… Obi-Wan tells Luke of his days as a Jedi, who were a faction of former shogunate peacekeepers ... Han Solo is river smuggler. .. Jabba is local yakuza boss… Millennium Falcon is fastest river ship… Chewbacca is from china and only Han Solo knows Chinese… Imperial Forces burn down city of Alderaan... As you can see nothing in basic structure changed from the original movie. Same goes for Dungeon Fantasy. You don’t need 400 classes based on different cultures. You only need to figure out how to play dungeon fantasy in particular theme. Out there exists books written on every common setting and theme known. Hell, there are multiple books written on same theme. So there is no reason for Dungeon Fantasy to make culture books. You can read other rpgs and historical books for that. And if you think this is tasking and doing unnecessary research just remember when you are reading any GURPS book you are also doing research and learning about that specific world. So there is no difference. And what is great about GURPS is that it allows you to use those books for setting and adapt it to this system. And if you want to stay GURPS purist you even have GURPS book line that pretty much already covered all common settings you can think of (Age of Napoleon, Arabian Nights, Atlantis, Aztecs, Banestorm, Camelot, Celtic Myth, China, Egypt, Greece, Ice Age, Imperial Rome, Japan, Middle Ages, Old West, Robin Hood, Russia, Swachbucklers, Vikings). |
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b-dog,
You are talking about pruning DF, not adding to it. DF already contains everything you say you want here; just shape the specific game into the aesthetic you want and go. If you really want published source material, there is 3e Arabian Nights, but even that is a little setting-heavy for DF unless you really know absolutely nothing at all about the genre and just need to skim the high points, IMHO. |
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Far too often I see people who think "Dungeon Fantasy is the only fantasy", or that using a DF resource (such as Allies or Summoners) means the whole game is centered around kick-in-the-door hack-and-slash when it's not. The fact is the DF books are written in a cultural-agnostic manner; the cultures applied come from outside the DF line. That said, an Egyptian, Hindi, or Chinese-flavored dungeon would be a nice touch visually. Books dedicated those those cultures, however, are not necessarily going to be Dungeon Fantasy books; at most, they'll have sections for how to apply the culture to DF, another section for how to apply it to Action!, a third to sci-fi settings, etc. * from UHF, a movie starring Weird Al Yankovik and that guy who went on to play Kramer in Seinfeld. Pure classic stuff in that movie. I recommend everyone see it at least once. |
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What if the culture DF just distilled down all of the useful stuff for DF adventuring? Like this is what a town in an Arabian Nights setting is like, this is what the store that the PCs buy stuff from is like, this is what the mosque where you get cured is like, this is what the Dungeons might be like, these are the things likely found in dungeons in this culture these are,the monsters and treasures and so on. Then you can whip up an adventure in a,new culture rapidly.
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Nowhere in any of the DF books that I've read does it say anything about culture. In fact, perusing the lists in DF1, Chapter 2, Delver's Cheat Sheet, a lot of social traits - Status, Rank, Duty, etc. - are missing. Cultural Familiarity is listed, yes, but nowhere in any book can I see a listing of cultures, especially not one that says, "this is the default". Is there a medieval European-esque bias to what is written? I have not detected one from an objective standpoint, so I am of the opinion that it might be people projecting their own biases onto the writing. It is true that plenty of our standard fantasy tropes and races have origins in ancient Greek, Roman, Celtic, and Norse sources, but the inclusion of such things as Elves, Dwarves, Ogres, Trolls, Minotaurs, Centaurs, Satyrs, and Pixies does not automatically mean "European". I could probably run a Mongolian-based DF game with Elves, Trolls, and Centaurs and still have it have that Mongolian feel. |
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Sorry, but it is actually possible to walk a line that gives you something that's very clearly "dungeon fantasy", or near as damnit, while also providing a large dose of cultural flavour and a strong specific aesthetic. Things like Al-Qadim and Nyambe existed for precisely this reason, and were not entirely unsuccessful.
Refusing to admit that there's any kind of cultural flavouring to a dungeon fantasy game just reduces the whole thing to an abstract wargame; the characters just become playing pieces. Even computer games have progressed beyond that. |
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Actually, it's "set" all over the place - China, North Africa, the Indian Ocean... The vaguely assumed default location for about half the stories is early medieval Iraq. All depicted with about as much realism as a Saturday morning kids' cartoon, mind you. (And Zoroastrians tend to be depicted as moustache-twirling bad guys.) It's a collection of popular stories that developed in medieval Syria and evolved in late medieval Cairo. The Persian (and Indian, and Yemeni...) roots are buried pretty deep.
Oh, and it features a couple of dungeon expeditions. |
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And the "Baghdad" elements of the Nights are usually set in the court of Haroun al-Rashid, largely because that's seen as an Arab golden age. The one ethnic Persian character regularly appearing in those scenes is Jaffar the Vizier. Other overtly Persian characters may well be eeevil Magian fire-worshippers, who are mostly there to try to set fire to the hero before getting skewered. (A particularly gross slander on Zoroastrians, of course.) Let's not worry about all the stories that are explicitly set in Cairo. |
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The point of the DF line is to remove those bits that aren't relevant to killing monsters and taking their stuff. You are always free to add those bits back in, course, to water down the killing monsters and taking their stuff with other bits, but the books you'll use won't be DF books. They'll still work with DF, of course, becaue it's all GURPS. Quote:
GURPS is more than DF. It has many branches, all of which are mutually compatible. When you want to move away from killing monsters and taking their stuff, get a non-DF book and use it in your DF game. I swear to you, it'll work fine. |
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For example, GURPS DF Japan would have samurai (Knights, possibly with some variation) and Ninjas and their "Wizards" would have a different spell-set than the vanilla DF set. Monsters might be oni and kitsune (which could also be a race option) and kappas, etc. The towns might have tea houses and delicate geisha who serve the mightly heroes. Alright. And GURPS DF Arabia might have swashbucklers and thieves and wizards with, yet again, a different spell-set, and the monsters might be djinn and ghoula and manticores and sphinxes. The towns might be desert bazaars featuring dancing girls who hide their smiles behind veils. Both might have unique adventures, depending on their nature. But we already have GURPS Japan and GURPS Arabia. Both of those already alter the magic system appropriately, and they have suggested templates. These are 3e templates, but it's not exactly difficult to use those to pick/adjust the existing DF templates. They both have monsters and discussions of what localities would look like. Why are these not good enough? Why does a whole book need to be made with the DF label slapped on it? Still, we're asked for something new. Alright, a detailed "fantasy" setting: Not GURPS Japan, but a Japanese-esque fantasy setting. But why are we making this exclusively for DF? Why not expand some of the setting, touch on the social stuff, discuss lingusitics and... make it available for all GURPS groups to use? You can have a section discussing how best to use it in DF, but why would it have to be uniquely DF? Gun-Fu isn't unique to Action, but it'll work fine in my Action game (and I suspect it was written with Action in mind). The Ritual Path Magic supplement was certainly written for Monster Hunters, but it's not exclusive to Monster Hunters. So why do we want an exclusively-DF oriented setting? And, more specifically, an exclusively-DF oriented setting using a niche setting. You don't want Greyhawk, you want Nyambe. Settings already sell poorly. A DF-only setting would only sell to the subset of GURPS that is interested in settings and DF. A DF-only Nyambe would only sell to that subset that is interested in GURPS DF settings about Africa. While a GURPS Nyambe might, at least, sell to people not interested in DF but interested in African settings. I'm sure you could make it, but I don't see the point of making a request thread for what would amount to a labor of love. And I say this as someone who makes pretty extensive settings. Most of the time I tell people about them, even when asked, most people just smile and nod their heads, because my setting work isn't useful for their campaign. And I think that's the core of why DF stays away from setting material, by and large, because you have more than enough material to build your own campaign. There's the entire GURPS line to let you do that, and your setting needs are likely to be more specific than what DF can provide. You can do it yourself, if you feel you really need a specific setting that doesn't just grow naturally out of the campaign, as usually happens in these games. If people really, really preferred not to do this, wouldn't we expect the setting books to outsell (or at least sell apace with) the mechanics books? But the opposite is true. |
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Well, on one hand I understand b-dog, in that his tastes differ from DF slightly, and so wants something that does slight changes to the line. I also want SJG to publish "the book that handles my campaign perfectly", but alas, SJG publishes what they think will be profitable enough to justify costs. On the other hand, Mailanka is exactly right in that it's either window dressing, or if it diverges enough from the core assumptions, it's a separate line.
We might someday have Dungeon Fantasy Monsters: Arabian Nights, or Fantastic Japan, or Age of Myth. I would buy those books, and if properly framed, I have no doubts that they would sell well enough. They would, as usual for DF, only pay lip service to the actual sources, taking the cool stuff and turning it up to eleven. They would discard anything that detracted from the goal of having foes to kill and take their stuff. Setting books for DF would be something else. If they ever happen, they would probably not sell well enough, because for all that gamers want settings, they want the setting that exists in their heads, only to have someone else do the hard work or putting it to paper and deal with the inconsistencies and contradictions. The sweet spot would be a fantasy setting that took DFs assumptions and indiosincracies (there are many kinds of elves, there are goblin-kin, there are all sort of weird humanoids running around, etc. and they more or less get together well enough for racially diverse groups to be a thing). The tech level is a weird mishmash of technologies that never existed together. The setting that comes from these assumptions will probably not look like anything from actual history, if you're consequent, but will be it's own thing. |
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2) Current and forthcoming historicals don't go OTT. I've written two Hot Spots so far and I've got a third in progress. They were written with my Serious Historian hat on, so they have real history and only gestures in the direction of more fantastic campaigns. They've got color and detail, but not all the specific kinds of color and detail one would desire from a DF book. So while, for example, the book on Florence could have delved into wildly speculative clockpunk weirdness appropriate for artificers, it didn't. For that, some other product is needed. That said, I think you're looking at this topic far too narrowly. There are many ways to handle adding fake-Indian, fake-Japanese, fake-Kongolese, and other such elements to DF beyond writing full-blown settings. Notably, books in existing lines could easily expand things in certain pointed directions. A new Monsters might be packed with critters inspired by tropes from the subcontinent without explicitly being labeled Monsters From India. A Denizens about martial artists would almost inevitably expand coverage of East Asian tropes. A Treasures volume could easily be written on clockpunk wonders, which would fill a potential gap between Renaissance Florence and DF without limiting itself specifically to that location. And individual locations and adventures could be written in suitable faux-non-western locations. Mirror of the Fire Demon, for example, takes place in a vaguely Middle Eastern desert, which pretty much hits the target for how much "culture" DF wants to take on. Similar things could be written concerning an adventure starting from a fake sub-Saharan trading post or during a faux-Aztec demon outbreak. And being DF, they don't have to fit into any larger context. The run up to them can simply be "the adventurers were wandering around and they ended up here." Now, that may not satisfy someone who specifically wants, say, DF in Tang China or Cairo under the Mameluks, but it certainly provides ample scope to someone who wants "oriental" or "African" adventures. |
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Shaping by successive approximation isn't just an animal training technique :) |
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But that's not what this thread (it seems to me) is asking for. It was a GURPS DF Nyambe or a "GURPS Aztecs, but DF-ified." And that's what I object to, and it seems to me that you object to it too, that you find that too narrow a view, and on that, we're agreed. |
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When I said, "Your DF and my DF..." the emphasis should be read on the "Your" and "my", not on the "DF". I can put culture, intrigue, politics, romance, etc in my DF and it will still be DF. I just have to realize this is a plot best (or most likely) solved by swording the bad guys and not talking to every NPC. Just like with D&D. Quote:
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DF Sengoku Jedai? Lens switches for Knights and Swashbucklers need a few background skill changes (Poetry, Calligraphy, etc skills); some small work on switching Clerics and Holy Warriors over to the appropriate 'magical style' (scrolls, etc used by Miko, Shugenja, etc), Wizards become either Kototama practitioners ("power-word" wizards) or Mahōtsukai (evil blood witches!), the Ninja is already done... etc. DF Aztecs? All 'fighter' types lenses probably get Survival, and Clerics and Holy Warriors probably have Status, Wizards come in two flavors: Good Soothsayers and Evil Sorcerors! Etc. Quote:
* I did rework my races to bring them 'inline' with DF 3. |
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I would like 'faux fantasy Japan' with monsters and sample quest ideas and such oh my . . . I more or less run into issues as a DM such as instead of 'you run into a group of works with great axes' it becomes 'you run into a group of works with naginatas'
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Just like for a large part of Medaived England the Elites were Norman but not the People. |
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I'm not sure if T.B.C. was advocating or explaining, however, I would love to see some DF books "Monsters of India" or "Adventures- DF Japan: Hunt for the Blood Lotus"
with worked examples of foes, monsters & treasures. The biggest problem for me is knowing about those things as I'm not familiar with the culture as I am with Western, Middle Eastern, and American ones. |
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I'd be interested in seeing setting adventures from YOU. MoFD was awesome. |
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I am always on the lookout for Adventures or Creatures. I buy every gurps book with them. One thing I've done for DF that has helped me as GM was take old D&D adventures & use them for DF. It's a pain to re-stat the monsters but much easier than starting from scratch. |
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Perhaps I should be clear on my own position:
I don't see Dungeon Fantasy as anything other than "go there, kill stuff, take their loot, don't die, rinse, repeat." I'll use the books as a source. That being said, I love bestiaries, especially ones that are not primarily rehashes of stuff from previous bestiaries (one of the biggest complaints I had with WotC's Monster Manuals 4 and 5 was that they were just adaptations of stuff already published, with very few actual new critters). That's why, of all the DF books, Allies and Summoners were at the top of my to-get list; I think I might have gotten them even before Adventurers. 3e's Dinosaurs is one I turn to a lot, not just for dinos but for all kinds of exotic prehistoric fauna - especially megafauna - to pepper my settings with. So if someone was to write Dungeon Fantasy Monsters: Monsters of the Orient/the Amazon/the Andes/the Himalayas/the Congo/Mongolia/Polynesia/India/the Middle East/Australia/etc, yeah, I'd snap those up in a heartbeat. |
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As an aside: I'm worried that the GURPS line is beginning to divide: the standard line, which has books like Monster Hunters and Action, where people borrow them and modify them for their given campaign needs, and the DF line, which seems full of people who need books, specific for DF, for everything. They need a monsters book, because the piles of monsters published already for GURPS aren't DF enough. They need setting-design books, because GURPS Fantasy isn't DF enough. Now we need a DF Japan and a DF Arabia, because Japan and Arabia aren't DF enough. Quote:
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Personally I'm drawn more to settings like The Madlands. Weird stuff, not just more blehneric 'kitchen sink D&D'. |
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So that's why I want to know why we think this time, this time, it'll be different. If I had insight into how well the Mirror of the Fire Demon sold, that might help. Adventures have the same problem as settings: Nobody buys them because an adventure (like a setting) needs to fit the campaign vision and assumption of the GM and his group. But if Mirror of the Fire Demon sold well, that would tell me that, indeed, this time it could be different, because the people who buy DF are fundamentally different from the people who buy most GURPS products, or at least their campaign needs are (less customized, more generic, more easily served by pre-fab settings/adventures) |
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That said, we've collectively wasted more text on this subject than it would've taken us to write up a pretty good free version of DF: Arabia or DF: Africa. |
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Well, a cultural background of some sort. "Colourful" is a bonus, because colour sells better than black and white. Quote:
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The fact is, if you do this thing all the time, then you spend quite a lot of time doing this thing. Many people don't have that sort of time. Other people may have the skill and the time, but lack the confidence. Other people again may just want worked examples to get them started, or be interested to know if they've missed any tricks. If SJGames never published any material that people could do for themselves, they wouldn't publish any GURPS material at all. Very little of what's written for the line is all that intellectually demanding to create, once one gets started and does the research. Getting started, doing the research, and putting the results down in comprehensible form, is what GURPS writers get paid for. Quote:
Small is not the same as trivial. The GURPS PDF line is full of small books, and actually I gather that the company would like more. Each represents less work than a big book with similar information density. They still represent some, non-trivial amount of work, for which, it turns out, a reasonable number of people are prepared to pay money. Quote:
Re-engineering the sort of quasi-realistic, low-key cultural specific material that appears in most 3rd edition culture/setting books into the high-power, action-oriented framework of 4th edition Dungeon Fantasy really doesn't strike me as a small task. Maybe you can adapt three '90s GURPS supplements to DF use before your first coffee of the day, in which case, good for you. Other people are different, and their money is just as good. Quote:
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I only have access to my own sales figures, but going by those for my own setting books (which the company were happy to publish), some settings books do okay, some are a bit disappointing. It's presumably a matter of catching enough people's imaginations, and that remains a dark art. And I don't know where you got your ideas about Banestorm and Transhuman Space, but from what I've seen, Banestorm actually did okay, and the company is still happy to look at proposals for ancilliary books for that setting. Transhuman Space could sell better (I wish it did), but it's not a disaster; you'll note the the sub-line is still considered active, and indeed we've just published a new TS supplement within the last month. But in any case, culture-books for Dungeon Fantasy wouldn't be "setting books" as usually imagined; they'd be ways of adding colour and variety to the fuzzy DF meta-setting, with the option for people to focus things down to settings for their own games drawing heavily on that cultural material. I personally think they'd do okay, if anyone wants to write them. |
Re: I wonder when DF will do non-European fantasy
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Re: I wonder when DF will do non-European fantasy
You're the one who resorted to disproof by personal incredulity...
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Re: I wonder when DF will do non-European fantasy
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Where you run into what I would consider a serious problem, worthy of substantial word-count, would be monsters. Several people have pointed out that they need more monsters, and from what I understand, the monster books do sell well. And when you're going to an exotic locale, it's not enough to just see the sights and hear the descriptions ("The castles aren't big stony european things, but those Japanse castles with the sloping roofs! And he's not a king, he's a daimyo, and this is not a kingdom, it's a province" "Oh, okay, if you say so.") It's by interacting with the setting. Therein lies your problem with a DF setting book: 90% of the stuff you'd put in it, most people wouldn't care about. Villages are for selling stuff, landscape is for transversing to get to the dungeon, kings are just ways of getting quests, etc. Most of it doesn't matter. Except the monsters, and maybe the loot. Monsters and loot are the way DF characters most often interact with a setting. You go into a crypt? You fight skeletons. You go into the sewers? You fight giant rats. You go into the cloud cities above the Titan mountains? You fight sky-giants. The history of the crypt, the logistics of the sewer and the geography of the Titan mountains are largely irrelevant. But the monsters are not. And if you made the giant rats and the sky giants and the skeletons all basically the same, the players will be disappointed. They should feel different. The same is true if they go from Not-Europe to Not-Japan or Not-Africa. This is a different realm, with different rules. It should feel different, and that difference will primarily be in the monsters, and monsters take a lot of work. I suspect if you created bestiaries that drew from other cultures, and paired them with those little pyramid articles, 90% of your demands for this (to whatever level those demands are) would largely be satisfied. They would have the added advantage of creating more monsters, which would please those who just want more monsters for the sake of more monsters. DF players seem to have an insatiable demand for monsters, and creating a good DF monster is trickier than creating monsters for other games. |
Re: I wonder when DF will do non-European fantasy
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I also would snap up Adventures or Mini-Adventures, like MoFD, with Beastearys of associated monsters. In fact I'd like the adventure books even more than "just monsters" books. |
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