Re: (DF) Western Adventures
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Re: (DF) Western Adventures
You could make a Northern Adventures.
Northern mythology is different enough from Classical (D&D) fantasy that many things would be different. But still contain so many similarities that it coould fit right in. |
Re: (DF) Western Adventures
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Re: (DF) Western Adventures
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Re: (DF) Western Adventures
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Re: (DF) Western Adventures
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I know D&D (which I equal to classic RPG fantasy) have gathered inspiration from northern sources. But they are not the same. So instance. Elves would be more Tolkien like and less Faerun like. More mystical. more recluse. More sinister motives. More callous towards humans. Dwarves would be very magical. And trolls would also be very different. Both much more magical, more intelligent. Have no regneration but turns to stone in sunlight. But I agree that it's more of a "narrow focus" instead of "a different world" and exclusion of certain creatures goes a long way to narrow the focus. |
Re: (DF) Western Adventures
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Re: (DF) Western Adventures
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How do Christians (or the religious groups that represent them) respond to non-humans? Do Elves have souls and can they be saved? Are Halflings appropriate, or does their non-magical nature make them unlike the little folk of folklore? What's the relationship between the fae and the divine? Is there a clear line dividing them? For classes, consider questions like Cleric: How to make this fantay trope more like a western priest? Druid: How does this class relate to the celtic nature priests called "druids"? Holy Warrior: Can only Christians (or adherents of whatever faith represents Christianity) be Holy Warriors? What are appropriate powers for this exclusive religion anyway? Knight: What's the connection between being a mighty knight and status? Wizard: How do these relate to the wizards of Western folklore? I agree that variation accross Europe complicates things a lot. Then again, the Pyramid article covered everything from Japan to India, noting variations. |
Re: (DF) Western Adventures
I think that GURPS people think of the DF series as a discreet separate entity from regular fantasy. In DF you can ONLY kill monsters and take their stuff and then exchange the loot in an abstract town. In general fantasy you can have cultures and towns that try to make sense along with monsters and dungeons that have some reason for existing. With GURPS DF there is no way to incorporate things like culture into an easy to use book. If you want to do that you have to do it yourself. There is no continuum between hack and slash DF and a historical fantasy, they are completely separate. If you want to make a dungeon setting in medieval Europe the GURPS writers will not write a book on how to set up a town and how to make the monsters seem like the ones from myths instead of being like in AD&D or Lord of the Rings they will just point you to GURPS Fantasy and then say DO IT YOURSELF! There will be no easy to use book where there are classes that fit into Norse myths and legends along with notes on how towns and dungeons would be like and monsters that fit the Norse myths. DO IT YOURSELf!
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Re: (DF) Western Adventures
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This is not the only way to do it, of course. Douglas Cole has been gradually creating a Norse-flavoured setting, via Hall of Judgement, and further forthcoming books. |
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