GURPS Dungeon Fantasy 17: Guilds
GURPS Dungeon Fantasy doesn't have much use for polite society. Town is where you go to sell loot, resurrect unlucky friends, charge power items, buy gear, train, and find your next quest. While there are people and organizations there, the majority of them are monopolies that exist to separate delvers from their cash. Most of the rest are sticks the GM can use to beat players who get the bright idea of debasing coin or robbing Ye Olde Magick Shoppe.The strongest hero Yet even hack 'n' slash fantasy is full of heroes with connections, be they barbarians who come from tribes, clerics who serve temples, knights of noble birth, or rogues who belong to the Thieves' or Assassins' Guild. Knowing the right people back in civilized parts can mean having access to the right gear and information, and perhaps a few extra sword arms, when you're nowhere near civilization. That's when GURPS Dungeon Fantasy 17: Guilds comes in handy. This supplement covers every sort of organized backer an adventurer could want, from secretive conspiracies and criminal syndicates, through merely exclusive noble courts and universities, to armies and religious congregations that are only too happy to recruit. Learn what they want from delvers and what delvers can get from them. Buy social traits that give you a real edge in town. And revel gleefully in the world of secret languages and impressive-sounding titles. At the end of the day, it's all about retiring rich and powerful. Grab Guilds and get a leg up on your future – and sweetheart deals on cool gear, special training, and competent henchmen right now. — Store Link: http://www.warehouse23.com/products/SJG37-0333 |
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Not my cup of tea, but I'm sure it has stuff in it that will be useful to me. After all, Clerics did, Allies did, Henchmen did, and Summoners probably does too.
More DF is always a good thing. |
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This looks awesome to me. Consider it bought!
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No doubt it's full of things I already do... but just like Wilderness will be invaluable for paring it down to the essentials.
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This is actually directly relevant to our current DF game, where we have an Adventurer's Guild and two PCs recently found themselves nominal leaders of an orc tribe. For the latter, Tribal Rank is much simpler than trying to treat the orcs as Allies with several limitations.
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1. So totally not in this book. |
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Who represents the Lollipop Guild?
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https://youtu.be/qtT9BU64z28 I think that may qualify under some of the more violent guilds. |
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What would be an appropriate amount for a non-member to bribe a guild into an AR?
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I'll be looking forward to the dual-crossbow-pistol style. I had a player try to make that and I ended up houseruling some things that I was ok with, but never fully happy. I look forward to seeing what your take on it is.
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However, if you're talking about paying off a guild leader to make a decision in your favor, that might be good for a bonus on a some other AR roll. Following the bribery rules for Contacts (p. B44) is probably a good place to start, but it might be worthwhile to make it riskier: roll against some social skill, and on a failure you offend the leadership and have all your group's ARs turned down. But, again, keep an eye on your cost-benefit ratio. |
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Thank you T.B.C. it's a good book & I'm already finding ways it's useful in my DF campaign.
I'm a big fan of most of the stuff you have written for GURPS. |
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A very useful book, especially for novice GMs and those who want to move away from pure DF. At the same time it plugs in very well into DF. Personally I would have loved worked examples like those Dungeon Magic Styles better than the generic guild types, but I can see how they can be immensely helpful. Maybe we can get worked examples as a follow-up? Or a new sub-series?
For those who want to know more: I posted a review on my blog. |
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Bought it, and reviewed it.
http://pseudoboo.blogspot.com/2015/1...17-guilds.html Overall, I was surprised at how useful it looks, and it engages a lot of creativity and idea making gears for me. |
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Of course, all these numbers are just off the top of my head - I haven't decided if I'll buy DF17 yet. |
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A little grave-diggy, but here are two custom guilds I've written up for my capaign setting, if anyone is interested:
The Fisker Clan The Royal Mercantile Guild |
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