Re: So...GURPS D&D?
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Besides, things often live in those caves--things of human size or larger, often have lived there for hundreds or thousands of years. Hell, the passages nearest the surface must be burgeoning with incomprehensible graffiti, messages, warnings, signposts and innumerable other markings carved into the rock walls, floors and ceilings. |
Re: So...GURPS D&D?
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Re: So...GURPS D&D?
I certainly agree that there are better "serious fantasy" books and settings for GURPS... after all, "serious" and "realistic" are things that GURPS does very well. However, Dungeon Fantasy is _fun_, and doesn't seem to be intended to be serious. For me it captures both the simple-but-effective rules of my AD&D days (back when dinosaurs walked the Earth) and the sometimes munchinky silliness of 3.5 D&D.
I think of DF as the GURPS "killer app"... it's likely to appeal to a large group of D&D players (both former and current) that might not otherwise touch GURPS. There are also a number of people abandoning D&D (because of 4th ed.) that might be willing to play DF (especially a DF with GURPS Lite) but aren't so likely to play GURPS otherwise. My players are certainly enthusiastic about DF. At the risk of sounding like I'm sucking up (which I'm not), I feel that DF cements Dr. Kromm's place in the great pantheon of game designers (such as SKip WIlliams, Monte Cook, Metzer, and so on)... as if GURPS in general wasn't enough. |
Re: So...GURPS D&D?
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You could call it GURPS Pulp Space, taking from Buck Rogers and Flash Gordon and such. That way, instead of having to live up to grand arcs of heroism tieing both GM and players down, you'll know you'll be fighting mustachio-twirling badniks, zapping blasters for the sake of having blasters, and dogfighting in giant sausage-shaped spaceships with tail fins that make ships go faster because they have really big rockets in the back. |
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Hallelujah! -P. |
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I was about to reply to you and ask "huh? Where's the joke?", and then got it as soon as I hit "quote". |
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