So...GURPS D&D?
I'm not sold on the GURPS Dungeons products. I mean, I keep hearing how it pushes the rules to show what can be done, but is it really pushing the rules to turn GURPS into D&D?
Maybe I'm thinking about it wrong, but this is one product (or series of products) that doesn't interest me. But...convince me. Is there anything useful to running a Banestorm game in these pdfs? |
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The "brilliance" of them isn't turning them into D&D. It's making a game out of them, and focusing GURPS onto one thing.
Let me offer another example: Imagine GURPS Tournament Fighter. It slims down all the martial arts to what works in combat, and slims down powers to reflect Chi techniques. You get cinematic ninjas, cinematic monks, cinematic strong-man soldiers with no-nonsense styles, and cinematic dancers with over-the-top beautiful styles (what have you). The GURPS engine is honed to focus on one style of play, a style it could already do, but this takes alot of the unnecessary work out of it. Thus you can grab the book, pick a template, a style, and get to fighting in a relatively balanced and interesting manner. GURPS Dungeon Fantasy works the same way. It hones the engine to focus on the resource management, hack-n-slash strategies of dungeon crawling games, whether those are Warhammer Quest, D&D, Hackmaster, Diablo or Dugneon Seige. It doesn't change anything: There are no levels, no classes, no new rules. Instead, it shows you how the GURPS engine can already do this sort of game, and provides what amounts to a cheatsheet to do it even faster. Even if you have no intention of running a dungeoneering hack-n-slash game (Nothing wrong with that), the ideas, templates, monsters and advice can prove useful for any game that even has leanings in that direction. It's a terribly handy supplement, and extremely cheap besides. |
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Good point.
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I like it just for the interesting of ideas for "How-can-I-do-this"? I also like the system where spells are based more on level than on prereqs.
I'd also note that there is absolutely no "pushing" here. No more than making Banestorm was "pushing" GURPS into fantasy... |
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In a lot of ways, I think DF is like some of the historical supplements: They break out which things are appropriate in that setting, give templates, maybe add a few new advantages, skills, and so on, and mainly just take the huge amount of stuff available and list only the parts that apply to that one setting. DF covers a hugely greater number of settings since it's a genre book, but it still does basically the same thing - it chops down more than it adds to make it easier to handle that one specific genre. However, it also includes tons of advice and other information that might be helpful in any campaign, whether used directly or as inspiration. Finally, considering that the templates are 250 pts, you're not exactly starting out at anything equivalent to a D&D "level 1". |
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Personally, my main interest is running serious fantasy campaigns (4e Fantasy is my central GURPS book, for saying it in some way), and myself am a Dungeon Fantasy enthusiast because... it is strongly useful in the type of game I want to run. Furthermore, GURPS DF is all what is great in Dungeons & Dragons but... without its strong non-senses and bad parts! It is more like showing and playing some GURPS inherent strenghts, until now almost hidden in a potential way during years, for a lot of people... And the forthcoming Thaumatology is going to enhance all this, I guess... Definitely, I think this is useful to Banestorm campaigns, and even I think this DF line could be regarded as companion or extension to 4e Fantasy (by William H. Stoddard). Cheers |
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Personally I will continue to use D&D 3.5e for medieval fantasy games (I'm not even interested in 4.0 since 3.5 does what I want it to do). So I can't help you there.
But this system fits my needs for post-apocalypse settings, and its better than d20 Modern IMHO in all of its time-periods (World War, Future, Colonial, Elizabethan (not sure if that's a word) ). So my suggestion is if you want to remain in Medieval Fantasy, I won't recommend a change to GURPS. But if you want to stretch out into a different genre this is an excellent choice. And if you will be moving between games with different genres including MF, this is also the best choice. |
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GURPS is a generic set of rules (as I'm sure you're well aware), that has been successfully applied to various setting and campaign types. We've got generic Science Fiction toolbooks, generic Fantasy toolbooks that tell you how to adapt your favorite gameworld to this specific set of rules. They've got specific gameworlds and situations covered, from Traveller and Transhuman Space. Now, by contrast, D&D is a specific set of rules that were originally designed to do Dungeon fantasy. Sure, people use D&D for all sorts of other campaign types, but the original intent of D&D was to design a system that allows you to run adventures where a group of party members head down into a dungeon/cavern/series of tunnels, whatever, fight monsters, and take their stuff. The fact of the matter is that whether a matter of history, or mass appeal, a *lot* of players play Dungeon Fantasy type games. I play in a D&D 3.5 campaign that is a sort of 'Pretzel and Root Beer' chance to let off steam, blow things up and take their stuff campaign. We use D&D 3.5 because it's well adapted to the kind of adventure that we're playing in. It isn't my favorite ruleset, but it support what we're doing. I see GURPS as my favorite ruleset (that I have lots of books detailing Magic, Weapons, Fantasy character types, and settings, such as Banestorm) adapted to play this particular genre of fantasy type game. So, it's not that GURPS is doing D&D. It's more along the lines that finally, Dungeon Fantasy players (and again, there are a *LOT* of those) have the option to play in the GURPS rules. Nobody is pushing you to play GURPS rules with your Dungeon Fantasy. It's an option. It's there if you want it. As I play (occasional) games of Dungeon Fantasy with friends. And as we generally like the GURPS rulesets, this is a great addition to our arsenal of rulesets that cover a different type of campaign. Frankly, I'm hoping that GURPS publishes these supplements in hardcover and puts them right out there at the FLGS. Not to do D&D, but to give players more options to go with their Dungeon Fantasy. More options is a good thing. Cheers, -P. |
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What you want to do with these rules is up to you. I personally would be interested in playing in some of the D&D based gameworlds, but with the GURPS rulesets, because the type of the campaigns that I love to play have a lot of social interaction, as well as a lot of things in them that D&D wasn't necessarily built to handle. At the same time, a lot of people are going to stick to D&D 3.5, or whatever system fits the campaign that they're playing, and that's an equally legitimate choice... Cheers, -P. |
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With some sourcebooks, GURPS definitely can run more appealing, detailed and depth Fantasy campaigns. DF 2: Dungeons is in a way more useful than the D&D's Dungeon Master Guides. Even GURPS melee combat (basic for Heroic Fantasy settings) is uncomparable, and even more if you are using some Martial Arts combat options. Of course, all this IMO! And anyway, I acknowledge diversity is a good thing. Quote:
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Well, I won't go so far as to say that if you are interested in Medieval Fantasy to just stick with D&D. It was not a lack of interest in the genre that made me switch to GURPS. I still love the genre, it is just that GURPS (I think) has a better rule set. With GURPS, I can get a great rule set and apply it to my favorite genre.
There are lots of people who are still interested in Medieval Fantasy, but don't really care for the D&D rule set. Fairly regularly we have people pop in here on the boards looking for exactly that same kind of thing. They want to "covert" GURPS to D&D, and by that most of the mean - How do I play a GURPS game about the traditional subject matter of D&D? These new PDFs really help out with that. It lets someone cut to the chase if that genre is what they are looking for. It is true that the templates given for the heroes start at 250 points. I'd like to see 50, 100, 150, and 200 point templates of each of the templates, but that is easy enough to do since it would be subtracting from the existing rather than adding to. For me there is still a certain amount of nostalgia associated with D&D, and at one time I thought about running a AD&D game for old times sake, but couldn’t really bring myself to do it. Instead, I though I needed to create a guide for your traditional dungeoneering fantasy game to run in GURPS, but that never got off the ground because of time constraints. With these .pdfs, I really feel like I could give them to my players (well not the GM part, obviously) and have them make characters, and pull one of my favorite AD&D modules off the shelf and be up and running in a very short amount of time. The best of both worlds. |
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So, considering the player styles in our group, my suspicion is that GURPS might be a better ruleset than D&D for running a dungeon crawl with a roleplaying aspect to it. -P. |
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It sounds like your real criticism is "I don't run dungeon fantasy games." If you're not into the subgenre, it's probable that you won't find much use for a game aid-cum-genre guide intended for it. Even so, you might find DF: Dungeons of value, since it includes a lot of simplifications of athletic feats, shopping for gear, traps, travel, and hundreds of other tasks encountered in nearly every action-adventure subgenre. It would probably be of use in a 1930s pulp campaign or any other campaign where the heroes travel, explore dark places, and run into foes. You probably won't find DF: Adventurers useful . . . so it goes. |
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However the second activity everyone was did was use the loot to go carve out a barony and build a castle. Using D&D for fighting monsters and clearing out lairs and Chainmail for fighting any battles that were needed. However when D&D spread beyond the initial circle of wargamers people focused on the dungeon element. Miniature wargamers became a minority in the D&D hobby. |
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The Dungeon Fantasy pdfs are great because now I have a firm benchmark to set my stuff too. Monsters have always been a problem either too weak or too strong. Most of my adventures in the past have revolved around human or humanoid opponents. The reason I even used 3.0 in 2000 a couple of times is that it was enough like GURPS to suit my GMinng and now I have all these shiny monsters and modules to play with. But frankly I built so much homebrew stuff for my own game that it was just wasn't worth the hassle of the switch. Also I had issues with the power curve of 3.X after 10th level. In the end I returned to GURPS where I happily remain to this day. Recently I ran a conversion of Blackguard's Revenge (Dungeon Crawl Classic #12). With GURPS 4th. |
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-P. |
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Dungeon Fantasy is such a well-established part of pseudo-fantasy gaming that it has taken on a life of its own, even the language has infiltrated other games (the 10' pole is a ridiculous thing to take down a cave system, yet it is fondly associated with dungeon crawling). There are two options if you have a system which covers the same territory as "old school" D&D dungeon crawling; ignore it and blithely turn your back on its conventions, or embrace it as a ridiculously contrived yet lovable genre. SJG have done the latter, and all power to them. |
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I'd forgotten just how crummy magic-users are at first level. |
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First off, Dungeon crawling is what most people do. We can pretend that we do a lot of intellectual stuff but most game time is spent killing things and taking their stuff. There's a reason there are 10 million people playing WoW.
Second, GURPS is not going to be D&D because GURPS is better. Frankly if you prefer 3.5 then you're doing it wrong. The hard part is getting entrenched 3.5 players to even try GURPS. Dungeon Fantasy makes this much easier. A guy that used to say, "You all are playing GURPS this weekend guess I'll go to a movie then" is one of the most excited members of the group after being convinced to play only one game. That being said, woe to the GM who tries to run GURPS exactly like 3.5. He will be in for a rough time. |
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I suggested to him that the same campaign that would have been a total party kill, thanks to some of the quirks in how D&D handles things would make for a very exciting Action-Adventure type campaign. He agreed, and indicated just how impressed he is with what he's learning about GURPS 4th edition, and how as soon as I'm done running a mini-campaign in the next couple of months, he's going to look seriously at a similar revisitation of the campaign idea. I'm very excited by the prospect of handling an elven saber while wrapped in chainmail and shooting orcs with a burst of magic, if they should get close :) -P. |
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I think the necessity of GURPS Dungeon Fantasy is that a lot of stuff fits into that genre, but wouldn't see light anywhere else. If GURPS is to remain truly universal it must refrain from no genre or subgenre. Hell, we're talking about a system that did Bunnies and Burrows for heaven's sake.
From a philosofical point, if GURPS is generic it must be usable and adaptable to dungeon fantasy. Like a truly chaotic and imense system is bound to have some "ordered" subsystems purely by chance. Things like "spiked armor", or weird equipment and gear wouldn't show up in Low-Tech... this frustrated me in 3ed. So what if there was no historical bronze chainmail (just an example, I know there was)... my setting has it, how do I do it? How about fine, balanced and iron shields... sure they were rare, but in fantasy adventures "rare" is the bread and butter of the adventurers. DF: Adventurers brings a lot of this stuff, wich I can use in my non cinematic, low-fantasy, gritty campaing. GURPS Fantasy didn't give me a lot of stuff I wanted, DF: Adventurers brought some of those things about. It's the first RAW example of non-prerequisite Power Investure magic. Too. The equipment quality and options alone are worth it. I probably won't use the 250 cp templates for anything besides remote inspiration. I don't play on that power level and don't enjoy cinematic campaigns, but there's a few very handy rules in there. I think a D&D style line of GURPS books was greately overdue. There is a market for that, a lot of players don't like the mechanics of D&D, but find the mass of information and adaptation needed to run a dungeon crawl in GURPS mind boggling. If you don't run dungeon crawls (like me), but run Fantasy you'll get few very nice things from DF:A, if you don't run Fantasy at all, the book is probably not worth the cash. But if you do run classic hack-and-slash dungeon crawls and "old-school" fantasy adventures, then DF:A has you covered and will likely provide a fresh and new experience in this subgenre. Sure, I'd take more out of Thaumatology, Low-Tech and the like... but DF:A is short, cheap and sweet. |
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Heh, just messin' with ya *g* It was a good post... but no swipes at B&B! :| |
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I'd love to see a GURPS Thrillers series that covers Hollywood's weird mix of poorly differentiated intelligence, police, and security officers that run around foiling an equally weird mix of poorly differentiated mobsters, spies, and terrorists. Not really GURPS Action! . . . I don't mean kung fu and gun fu (although that would be cool, too). I'm talking about a parallel to GURPS Dungeon Fantasy: Adventurers -- call it GURPS Thrillers: Agents and Officers -- with templates (analyst, cleaner, detective, hacker, infliltrator, sharpshooter, social engineer, surveillance expert, technician, etc.), a simplified system for credentials (Legal Enforcement Powers-Rank-Security Clearance), a boiled-down gear list, and a table full of modern cars. And a parallel to GURPS Dungeon Fantasy: Dungeons -- call it GURPS Thrillers: Missions and Ops -- with quick-and-dirty rules for break-ins, car chases, dead drops, detective work, EOD, interrogation, sniping, surveillance, etc.
Too bad I'd be the world's worst author of everything after the templates and credentials system! I love dumb thriller movies that start out like bad jokes: "So there's this FSB guy, FBI guy, and SAS guy, see, and they're working together for this secret U.N. task force to bring down these Chinese spies funding Iraqi terrorists through the Russian mob . . ." |
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We had a thread about this a few months ago, on how best to map D&D's levels to points in GURPS. People varied from as much as 50 to 500 points on what a "Level 1" adventurer could do, but each individual level after that most people agreed would be 25 or 50 points. |
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While we're at it, Sci-Fi books with the same premise would work great (the smuggler, the pilot, the officer, the tech, etc...). I don't know how the sales for DF are going (I expect relatively well) and what the cost of production of these short .pdf books is... but I'm betting they'd make a buck. |
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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. |
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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. |
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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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How ready to play it actually is? I've heard it's sort of a genre book - but can I just grab it and throw the characters inside the dungeon rolling rooms and monsters randomly from ready made tables etc etc? Could it be played almost like a boardgame - withouth the GM raally not deciding anything. I'm not that interested about the DF:A - making GURPS characters is fun and I've newer really had troubles with it - but I feel GMing GURPS is a bit too hard. I could see these used as "filler adventures" in semi serious campaings. IE when the GM doesn't have that epic plotline ready and the players don't have anything much in mind either there's always the - hey let's go explore that dungeon - option.. |
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Seriously though, if a GURPS Pulp Space was available, I'd buy it for sure. As it is, I found a lot in Dungeons that I'll be using to simplify things in my space opera game, specifically the Getting Ready to Go section. As for turning GURPS into D&D, you know, I find it fascinating people keep saying things like that since none of the D&D players I know actually like dungeon crawls. They consider them a lesser form of gaming. |
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However, I think one could handle it someway with GURPS third edition. Quote:
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I wasn't particularly impressed when I first skimmed DF: Characters (although I've since gone back and liked it more) because it seemed to be mostly templates and rules for creating clerical powers, etc., with no rules added from the Basic set. DF: Dungeons impressed me a lot more with new rules, equipment rules and options, magical items, etc. Crunchy bits, as it were. -Max |
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Yes!! So would I. I am currently running a Forgotten Realms GURPS campaign using DA 1 and 2. Great resource for my campaign. PS: Any word on DA3? :P For this next weekend :) |
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DF 3 is now written, edited, checked and handed along for art and layout. Unfortunately, I don't think this coming weekend is an attainable goal. Perhaps by next weekend?
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Next item? |
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I'm guessing it's going to be the same price as the other two? |
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PS: Then, we wait for it during the next week? |
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I wonder if DF 3 ("The Next Level", I think) is going to be mainly the complement for DF 1: Adventurers, or it is going to be equally complementary to DF 2: Dungeons. In other words, it would be all "characters & races" stuff, or it will include some bits of advice, rules or info about the Dungeon/GM side? |
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But if they complain, we will whack them quickly with dirty but official SM>0 clubs. |
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heh In the future, I will try to restrict my criticisms to the present. |
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(now I understand how you fit eleventy jillion templates and lenses and things in! You cheated! :D ) |
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He already was known by "cheating" 16 pages in Martial Arts.
D*mn. Today you can't trust anybody. |
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Ask Phil Reed what he thinks of my "cheating" sometime. At least I write very dense prose, so while it might be over length, that isn't because it's fluffy.
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Please keep cheating in this way. |
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I'd much have preferred to see a version of GURPS Dungeon Fantasy that did away with spells, and handled everything with Advantages. Even if it meant that the core book would be 64 pages instead of 32 pages, and cost 40%-60% more. GURPS already has Healing, and Speak With Animals/Plants as ready-to-use advantages, so with some extra work put into it, you could have built ready-to-use advantage versions of Offensive Fire Magic, Fire Shield, Lightning Bolt, Invisibility, Illusions and so forth, and of course also pointed out the most obvious enhancers for Healing (such as Ranged, and Accurate to give a bonus to the roll). That would have made it possible to run Dungeon Fantasy campaigns without needing to own GURPS Magic or even needing to reference the few spells that are in the GURPS core books. And it would also have changed the dynamic of the game somewhat, I think, even of ultimately most instances of magic use would still cost FPs and therefore be largely similar to how spells are used and not used. As for Martial Arts, re-printing the 2-3 most crucial pages of Techniques would do the trick (at least you did reprint the archery advantage, but that's not enough). Likewise, I'm very disappointed to see that there aren't any pre-built advantages for Monks and Bards; instead, players must build them themselves, then do the arithmetic, and then submit the final advantage builds to the GM to see if he approves them. In the end, such pre-built advantages can be much more atmospheric and stylish and flavourful and cool, than the usually very basic and frill-less ones that most players will build. Oh, and by the way, where are the "racial" templates? And optional "racial" advantages? GURPS Dungeon Fantasy badly needs a splatbook. (Also include "Bane"-type weapons in the splatbook. They're very much a part of the dungeon fantasy genre, and IIRC they exist in GURPS Magic as Enchantments already, so leaving them out of the DF core looks strange.) |
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To write a historical supplement for GURPS, such as Steampunk or Celtic Myth, you need research skills. To write a "rules distillation" of GURPS, such as Dungeon Fantasy, you need a very different skill set (which Kromm has, even if I'm quite unhappy with some of the decisions he made). It really is a big mistake to not distinguish between historical supplements and rules distillations. |
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(Hint: You can't be sure of that.) |
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The templates and credentials, and the distillation of the generic GURPS rules elements, would be exactly what makes such a PDF attractive. |
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You seem to have a weird idea about what DF was supposed to be. It's meant as an extended series of inexpensive game aids for gamers who've bought all kinds of GURPS books -- especially Magic -- and just want to see a subset of that stuff gathered in one place to help them kick off a classic campaign type. It isn't meant as a book replacement, a one-volume game, or anything like that. |
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There was one section that I really liked, however. Really, really liked. I think it was 6 or 7 pages, detaling the state of the world in a particular year in the mid 1980s, talking about various geopolitical problems and the balance of power. Top stuff for any espionage or international intrigue campaign set in that exact period (which is probably the period where I'll set my modern era RPG campaigns). If I could find Danger International for $10 or less, plus reasonable shipping cost, I'd buy it, just for those very few pages. |
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That gives a tremendous freedom, and sense of freedom, from GM censorship, and from the horrible, evil, harmful "GM is God"-meme that pervades most of the rest of the RPG community. And that is something that GURPS Dungeon Fantasy isn't trying for at all, which is why I disagree with you. GURPS Dungeon Fantasy is not the killer ap for GURPS 4th Edition. It could have been, if Kromm had gone the crunchy bits route. But he didn't. |
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"Crunchy bits", however, is a term with a very well-defined and easy-to-understand meaning, coined by Robin Laws in a book published by SJ Games. It is a very useful word, and I wish more people would use it, and much more often. |
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