(DF) Western Adventures
I love Christopher R. Rice's Pyramid article "Eastern Adventures", which takes DF games to Eastern inspired lands, as "Oriental Adventures" once did for AD&D. This really should be a full DF supplement!
I'd like to see a supplement that does the same thing for Europe. Yes, DF at default generally feels more "Western" than "Eastern", but a lot of it's tropes tend more to generic fantasy rather than having a distinctly Western feel. How would you modify DF for games set in the mysterious West? |
Re: (DF) Western Adventures
I would think that the GURPS Fantasy would be the goto for something like that. Maybe also the Third Edition books Russia, Greece, Vikings, Middle Ages 1, Celtic Myth, and Imperial Rome.
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You mean, like in The New World? The Americas?
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Yeah, I'm having trouble envisioning what this might mean. Most "generic" fantasy tropes are pretty emphatically western.
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It might be clearer to call it "occidental", which would be covered by GURPS Middle Ages 1; at first glance, I thought "western" meant GURPS Old West.
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My thought would be to play up feudal relationships and the (mounted) knight in shining armor. A lot of Dungeon Fantasy plays around in a world that's rather more urban and modern that the Medieval period.
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To be fair, an Old West game with DF tropes (but of course lacking Fantasy Gun Control) could be fun. :)
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I'm at a bit of a loss too. I think the article was more about how you could reshape Dungeon Fantasy into a Non-Greyhawk setting. The Dungeon Fantasy default is fairly Western. The absence of Medieval European politics and social order is more a function of the fantasy setting. If you're looking for something that feels more profoundly Western European I'd toss out the Dungeon Fantasy aesthetic entirely and start with GURPS Middle Ages and prop it up with some Low Tech equipment and methodology. From there you can decide how much magic and supernatural beasts to sprinkle into your game.
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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. |
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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. |
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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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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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I also highly recommend the Caverntown supplement for an awesome worked example of a DF town. Quote:
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Our best way to see more publications like this is to vote with our dollars. I echo johndallman's recommendation to see Hall of Judgment if you haven't already. It includes another example of a non-abstract town and lots of Norse culture to add to the DF stew. I love it and hope to see more like this from Doug. (And I hope jhis example inspires other 3rd party authors and publishers to jump in!) |
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Is DF set up to explicitly handle this sort of play? Yes. Is the only sort of play you can run using DF? No. Quote:
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But I bet that 3e book, Middle Ages 1, would go a very long way in fulfilling part of this. I mean if I wanted to run medieval European DF, I'd certainly start there. And if I really wanted to go to town, it looks like there is a series out there just for this, City Builder. Though I just discovered this series exists*, so I have no idea how GURPS and/or user friendly it is. I'm looking at picking up number 1 though... Does anyone know what else the authors have written? |
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