Tone whip-lash
Obligatory positive comment: I really like the barbarian, everything about it. I'm suspicious of the lack of breadth of weapon skills, but that's easily fixable with Quirk points and experience, if you also feel a little uneasy about that.
Anyway, I've finished chewing through the bundle I purchased. Overall, the game has a strong central conceit and works well for that purpose. For instance, I like that virtually anything bad can simply be handled at The Temple for cash. As it should be! Just like in Pool of Radiance (OG). However, I find myself a little thrown off by the tone. There seems to be several distinct voices in DF, jumbled together.
In keeping with the GURPS ethos of being a toolkit, I guess it makes a certain level of sense. You can obviously bend the tone in one way or another, depending on your campaign. But I found the lack of tonal focus a little strange for a pre-packaged setting, even one without explicit world-building. Overall, I don't think it detracts much from playability (I can make my own halflings, and nunchaku could be "Temple-crafted" I suppose), but I'm kind of at a loss at who this is aimed it. It has kind of the unsteady feel of Gen X writing trying to aim at a Millennial audience. There are parts where I wish it was either more earnest, or more meta-aware. So. That's just one reaction I got from these books. |
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Personally, I love the humor. I loved Knights of the Dinner Table and loved Hackmaster when it was a parody. For me, it doesn't detract from the game itself. It is true that there are a lot of genre conceits embedded in the humor; i.e. "The King" and "The Devil" etc., and I can take or leave the genre conceits without interfering too much with how the game works when actually played. I find the base mechanics of the game lend themselves to genre tinkering quite well. YMMV.
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I allow all melee weapons to default to any melee skill-5 and buy them up for 5 points. IME, vanilla, you need a Cleric or to the D&D 5 minute work day, DF says hold my beer. I allow Bards and Druids to pick up some minor healing spells. That and potions can extend the work day a bit. I agree with your comments on tone. I think DF is doing itself a disservice by implying/stating that it's just a 'kick down door, kill monsters, take their stuff' kinda game. IME, it's been years/decades since this described a typical D&D game. Personally, I use DF as a core ruleset for anything vaguely fantasy/low tech - Deadlands, Victorian Monster hunting, renaissance musketeers, etc. |
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It's all my voice. To me, "snide and cynical" and "heavy metal" are exactly the same take on fantasy here – exaggerated to match how fantasy is exaggerated in modern sources, which often isn't consistent in any way beyond being just a tad try-hard – while the "munchkin voice" is how that same exaggeration sounds when discussing abilities and gear rather than mood, tropes, and conventions. "Playing it straight" is there to help people who haven't fully absorbed the exaggeration understand the exaggeration, with little winks as you say to keep the interest of those who have fully absorbed it, and what you call the "GURPS voice" is how that sounds when discussing abilities and gear rather than mood, tropes, and conventions. It's what writers call "nuance."
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At the risk of sounding all gushy, it's my favorite thing Sean Punch has written, tonally. I like that it reels from earnest explanation to self parody, and clearly likes the genre while seeing the silliness. It's almost camp rpg writing, I love it. I suppose I might have liked more of a setting, but Kromm has said a lot of times that he doesn't feel he's good at writing that kind of thing, so, I mean, fine. There's a good chance I'd have chucked it and used my own setting anyhow.
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https://papermenplasticmonster.blogs...n-fantasy.html
My thoughts about this, at least for GURPS DF, but I think it applies to DFRPG too. |
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For what it's worth, Pawsplay, you're not completely alone. On first reading the early GURPS:Dungeon Fantasy books, I felt rather as if the authors were insulting my taste for choosing to use their products. Later books have bothered me less- I'm not sure if the authors have toned it down, or if I've just grown a thicker skin.
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One must remember to distinguish between the tone of the rules and the tone of your own game. You don't have to make munchkinly jokes and speeches all the time; you can take your own game as seriously as you like. Rule books are just things you read when you're not playing.
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The tone of DFRPG may not be to everyone's taste, but it strikes me as a basically consistent tone—I would broadly describe it as "tongue-in-cheek", though when explaining the rules it does necessarily have to shift to something a bit straighter. But "the snide and cynical voice", "munchkin voice", and "heavy metal fantasy" all strike me as basically facets of the same thing. I guess I can see being caught off-guard by the mix of overall tongue-in-cheek tone with the relatively realistic GURPS ruleset.
I do think the tone is fairly accurate advertising for both the ruleset and the included dungeon. The rules handle everything in "town" abstractly, while the dungeon doesn't include maps of the above-ground part of the inn, nor stats for its proprietor (Kromm did write some, but they didn't make it into the finished product for space reasons). And while it's not what everyone does, I don't think this approach to TTRPGs is as dead as some people think—right now I'm running a D&D 5e megadungeon campaign where the players have barely bothered interacting with the trading post outside the dungeon (even though I do have stats for all the trading post's inhabitants, if it becomes relevant). |
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Something I find odd is that the attitude of "everything outside the dungeon is elided over as briefly as possible", which the GURPS Dungeon Fantasy line seems to consider a central premise, is not an impression I have ever really gotten when I have read the early DnD books. The Temple of Elemental Evil begins with a tediously detailed depiction of the village the PCs will be operating from; the 1e rulebooks state outright that a high-level fighter will receive a castle and lands to rule over, and devote substantial page-space to the warfare and politics he will be engaging in between dungeon expeditions (his GURPS counterpart the knight, interestingly, invests a substantial portion of his points in skills related to this, even as the rules and gameplay advice conspire to keep him as far as possible from any chance of using those skills).
I am told that "dungeon-only games" were and are commonly played, and I am willing to believe it. Still, it is strange that the GURPS Dungeon Fantasy authors often seem to write as if this is the only way to play if dungeons are to be involved at all, and it is grating that, having made that assumption, they write as if they will only condescend to play such games if they can simultaneously mock them. (I am forcefully reminded of hipsters partaking of entertainment while making it clear they are only doing so ironically.) |
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Back in 2007, GURPS Dungeon Fantasy: Adventurers spent it's first column of body text explaining why it would not be useful to me.
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It's true that people often describe it that way. However, those are not my words as the developer and lead writer. My top influences were probably Tunnels & Trolls First Edition (1975), the venerable Rogue (1980) and NetHack (1987) computer games, and the more recent Diablo series of computer games (1997-2023), any one of which got more hours of my time than all editions of D&D put together. Up until 1979, T&T had no explicit setting, and most development in that direction came decades after my time playing it. Rogue and NetHack were essentially procedurally generated, and while they had lore, they didn't have any world outside the dungeon. The Diablo games had even more lore, and some towns where you could shop, but were still procedurally generated dungeon crawls. The closest D&D-related influences would be the rules for rolling up random dungeons in Appendix A of the Dungeon Master's Guide, First Edition (1979) and the Neverwinter Nights: Infinite Dungeons video game (2006). Those examples illustrate the feel I was aiming for. |
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Saying that the tone is inconsistent is essentially saying that I'm a bad writer who cannot carry a tone. While an individual reader certainly has the right to believe that, I know that I made a conscious effort to deliver a specific tone. The fact that my tone has several shadings was intended as a feature, not a bug – much as a good singer has a broad vocal range or a good actor doesn't always play to a single type. Quote:
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FWIW, I never read the jokes in the Dungeon Fantasy line as making fun of players, so much as making fun of genre conventions, not in "jock mocking the nerds" way but in a "haha we've all played in campaigns with flimsy world-building haven't we?" way. Though maybe it's not even doing that and the use of words like "munchkin" are intended in a non-pejorative sense. |
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All I can say is that as someone who has played countless hours of hack 'n' slash games – both digital and tabletop – and who very definitely builds his PCs toward specific power-gaming goals when playing said games, I was smirking as and not at that style of gamer. I don't consider gaming that way a thing to be ashamed of. If people feel that I was mocking them or that style of game, that's their own insecurity showing.
Then again, I'm also someone who describes himself as a "shameless cocktail freak" and "Argentine tango addict," and laugh at the size and expense of my home bar, and the fact that there are weeks where I spend more hours on the dancefloor than at work. I prefer to own my predilections. When I wink at them, it's a wink that says, "If this is you, too, then I needn't say more. If this isn't you, please humor me." It's inclusive, not exclusive, and directed inward, not outward. |
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Wait, is there a Dungeon Fantasy procedurally generated dungeon product I'm missing? And if not why not? And what would it look like? How would it work?
Colour me intrigued. I think a deck of cards would probably be a little too limited. The capacity to generate some internal plot loops would be interesting. A series of tables that reference to other tables would probably work and fill out a book well. A set of map tiles with a key booklet with monster stats might also work. My Warhammer Quest experience says fixed size squares work better because you never get weird overlaps. I think custom dice are probably too costly and limited in information density. A set of d20's with monster type, room shape, treasure, and trap icons might have value outside the Dungeon Fantasy market. |
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I did not glean the concept from the blurbs written for this game that it was intended to emulate a procedurally-generated dungeon game. I took it as more of a general take on hack-and-slash, tactical, mostly underground fantasy. It's an interesting choice.
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For what it's worth, I like the tone of DF and DFRPG.
Also, FWIW, games of D&D that treated the nearest settlement or friendly fort like DF treats 'Town' were pretty common back in the day. Likewise games of Aftermath!, for that matter. Then there were the early CRPGs that had friendly towns that were just (nested) menus of services and their prices. I assumed that was the sort of game DF was emulating, albeit without the initial 'zero to would-be hero' stage most of those inherited from D&D. I'm all for a game with Elven Clotheslines, Balanced Fine Elven Composite Bow-Harps, Dwarven Rations, and Monster Drool. |
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I then gave the first three books a longer look and decided they weren't 100% per munchkin nonsense and I could just add proper social rules back in... also I'd spent the last almost decade slowly becoming less and less enamored with free-form chargen... so templates no longer felt like a curse word in my mouth. |
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I want to come in as a vote in favor of the tone. In fact, it was one of the things that drew me into the product, and into rediscovering GURPS. As others have pointed out, this is a product about the big, and let’s be honest, sometimes cartoonish, tropes of the genre. I think it is a wonderfully mature authorial voice that is self-aware that this is what we are talking about, but in a way that embraces the tropes, warts and all, and doesn’t fall into sarcasm or self-inflating dismissal.
That is not always an easy thing to do. Loving a subject but being aware of its inherent limitations is a very adult perspective that is not always present in the role-playing milieu. I think it comes across here but also in most GURPS products in a way that speaks to the market segment they serve, a bit more mature audience that probably has a different relationship to the game than many 5E players, for example…. It would not be appropriate for all products, but it isn’t all products, it is this one. |
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