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-   -   Sweet heaven is this well written. (https://forums.sjgames.com/showthread.php?t=151933)

Taliesin 09-23-2017 09:46 AM

Sweet heaven is this well written.
 
Way to go Doc!

Easy to understand without dumbing down the rules. Significant improvement in clarity and organization over the basic set. Things that have caused much head scratching over the years are now easy to understand.
Most important - fun to read. The cool little asides from the characters really add to the "ambience" of the books.

Several small tweeks. Nearly all of which I will be importing in my other GURPS campaigns.

99% of the GURPS rules that apply to fantasy have been jammed into a much small word count which is an interesting achievement because I never considered the basic set to be wordy.

One thing I intend to import into DF is perks. I like perks.

Also allies. I understand and agree with them being too fiddly for an introductory set but they are just too cool leave out if you have experience with the full glory (and insanity) of GURPS.

Kromm 09-23-2017 10:52 AM

Re: Sweet heaven is this well written.
 
Quote:

Originally Posted by Taliesin (Post 2124758)

Way to go Doc!

Thank you! I can take credit only for the organization, writing, and rules engineering . . . All improvements in layout and page/book design are thanks to my colleagues.

Quote:

Originally Posted by Taliesin (Post 2124758)

Most important - fun to read. The cool little asides from the characters really add to the "ambience" of the books.

I had lots of fun writing those. You'll be pleased to know that we continued the practice throughout the two booklets bundled with the Dungeon Fantasy GM Screen, the three stretch-goal PDFs (Traps, Magic Items, and Against the Rat-Men), and the Pyramid issues associated with the game. The writing is mine, but the space to do it is once again thanks to my capable colleagues.

Quote:

Originally Posted by Taliesin (Post 2124758)

One thing I intend to import into DF is perks. I like perks.

Quite a few are there . . . we just don't call them "perks." They're treated as advantages that happen to cost 1 point.

Quote:

Originally Posted by Taliesin (Post 2124758)

Also allies. I understand and agree with them being too fiddly for an introductory set but they are just too cool leave out if you have experience with the full glory (and insanity) of GURPS.

I want to seriously rethink Allies before dropping them in. I think we need a better pricing scheme, especially if it is to handle summoned entities in a balanced way. GURPS fans already have tons of house rules, but we can't assume that for the Dungeon Fantasy Roleplaying Game.

Refplace 09-23-2017 10:59 AM

Re: Sweet heaven is this well written.
 
On the Allies I would like the rules for Contacts, Allies and Patrons merged together and modifiers applied. I have fiddled off and on with some concepts but nothing gelled yet.

The new Profession templates layout is something I have talked about before but I cant say enough how much an improvement they are over the current layout. So much easier to read!

rknop 09-23-2017 12:25 PM

Re: Sweet heaven is this well written.
 
Even in the main writing, the tone of it does a great job of fitting the genre. That is, it's not all jokey, but it also doesn't take itself too seriously -- as is the case for an action-and-loot driven dungeon romp (as opposed to an intricate-plot driven or angst-driven game). Things like the mildly humorous headings, or the fact that only alchemists bother to distinguish acid from "acid". They make it less dry than some more technical GURPS writing, but they're not so common as to be a distraction.

demonsbane 09-25-2017 09:25 AM

Re: Sweet heaven is this well written.
 
Quote:

Originally Posted by rknop (Post 2124783)
Even in the main writing, the tone of it does a great job of fitting the genre. That is, it's not all jokey, but it also doesn't take itself too seriously

What you say here is very interesting to me, and I think I also noticed the same by taking a very brief look to some DFRPG PDFs, but refraining myself from actually reading them while I'm waiting for receiving the box (it seems that the shipments to European backers will start this week).

It's also great to see Kromm around. Cheers!

Bruno 09-25-2017 09:37 AM

Re: Sweet heaven is this well written.
 
Quote:

Originally Posted by rknop (Post 2124783)
...or the fact that only alchemists bother to distinguish acid from "acid".

I missed that one! Where's that from?

Evilboy 09-25-2017 12:05 PM

Re: Sweet heaven is this well written.
 
Echoing what all of the above have said. I backed this KS just expecting a nice, self contained and polished version of the Dungeon Fantasy line, and my expectations were very much exceeded!

I mean this as a total compliment when I say that this DFRPG box set feels like the spiritual realization of the The Fantasy Trip deluxe set Steve wanted to put out all those years ago.

I realize that likely wasn't the intention at all of the Dr and Crew, and I don't want to downplay the efforts of today's Gurps Experts (tm). I'm just saying that they managed to awaken the old school nostalgia in me with a package made with the best of today's design. :-)

Rupert 09-25-2017 12:43 PM

Re: Sweet heaven is this well written.
 
Quote:

Originally Posted by Bruno (Post 2125062)
I missed that one! Where's that from?

Exploits, p.65
Quote:

Originally Posted by Acid
Acid is any liquid that corrodes equipment and flesh. There
are many such chemicals, not all of which are properly “acid.”
Only alchemists bother to distinguish.


rknop 09-26-2017 12:28 AM

Re: Sweet heaven is this well written.
 
Actually, I think my favorite line is in the Races chapter of Adventurers. It's the response that half-elves give to elves not offering them access to elven equipment.... (That line was in GURPS Dungeon Fantasy 3, though, so it's not new.)

Pseudonym 09-26-2017 02:23 PM

Re: Sweet heaven is this well written.
 
P.109 of Dungeon Fantasy - Adventurers, under "As You Like It," that's the most absolute madman thing in the entire set.


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