"Warhammer" in Dungeon Fantasy?
Suppose I want to do a Dungeon Fantasy game in the fashion of Warhammer Fantasy RPG (because I do). What would be the easiest way to do this? What should I drag in from the GURPS DF line, and what ought to be cut from DF?
To sum up the WFRP feel: "Renaissance Germany" - gunpowder, poofy sleeves, bad German translations Dangerous magic Corruption, demons, and the like |
Re: "Warhammer" in Dungeon Fantasy?
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I do have some comments on the subject, but will put them down when this has been re-located. |
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Re: "Warhammer" in Dungeon Fantasy?
This one is genuinely going to straddle the divide, because you’re going to want to bring in a bunch of stuff from the main GURPS line (weapons, equipment, variant magic rules…), unless you want to do a lot of reinventing the wheel.
Which board it belongs on is left as an exercise for the mods. |
Re: "Warhammer" in Dungeon Fantasy?
If you really want the Warhammer feel, Dungeon Fantasy's rules are fine. You probably want 50 point hirelings for the PCs if you want the Warhammer Fantasy Roleplay experience.
So, to get the feel right A PC should get dysentery from eating a pie. As many PCs as possible should get tossed in the midden. The PCs should acquire a river boat that gets burned. A poxy nobleman should turn out to be a chaos worshipper. A righteous priest should turn out to be a chaos worshipper. An Ogre should fart in an enclosed space. A terrifying witch hunter should try to burn some innocents. A Skaven should be seen leaving the scene of a mysterious murder, nobody should believe the witness. Feel free to add more suggestions folks. |
Re: "Warhammer" in Dungeon Fantasy?
I would look at Delvers to Grow and start with 62-point heroes. And the Critical Spell Failure table should turn people green just from looking at it.
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Re: "Warhammer" in Dungeon Fantasy?
Yeah, if you just want a somewhat WH-ish feel to the game, low-starting-points characters, bad German, and a lot of grubby sordidness in the setting furniture should do it fine. If you want specifics like gunpowder, systematically dangerous magic, and (supernatural) corruption, you'll need to add some stuff from the main GURPS line.
(I'd probably suggest, minimally, acquiring GURPS Low-Tech for some equipment including firearms, and GURPS Thaumatology to skim for ideas on ways to add messiness to the magic. Other things would also help, but that's your keep-it-simple starting option.) |
Re: "Warhammer" in Dungeon Fantasy?
If you go the more ambitious route, I would look at Threshold magic or Spirit-Assisted magic from Thaumatology.
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Re: "Warhammer" in Dungeon Fantasy?
Look up the online project GURPS Saduria which is pseudo-Germanies-in-1500 fantasy http://saduria.co.uk/
The Warhammer Old World does not feel right for Kromm's understanding of Dungeon Fantasy though ... its too focused on ordinary people and on towns and politics, and the kewl powers come with horrible consequences. I see it as more of a "classic GURPS" setting. |
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