Dungeon Fantasy in Discworld
Was musing about this - I know the license has not been renewed so we'll probably never get anything official - but given how much of the earlier Discworld books were built on classic sword&sorcery tropes, it should be doable. Potential problems include the lack of playable elves (since elves are pretty much evil interdimensional invaders), the lack of much in the way of magic-wielding clerics, and the insanity of trying to use healing magic on Discworld even if such existed.
Still, the third note in this Pyramid article.... http://www.sjgames.com/pyramid/login...?id=2919#Note3 makes it almost irresistible to contemplate. I don't really see a way around the elvish problem, other than to put another nonhuman race in their spot. Goblins/pictsies are a little rambunctious for the role, but can take the place of gnomes and halflings. For the clerics, one could easily have a small cabal of gods (maybe ones that haven't won admittance to the inner circles of Dunmanifestin) that have taken up the practice of actually granting specific boons to their followers in order to recruit more. It could be a sort of pyramid scheme with multiple levels based on how many idiots (worshippers) one manages to recruit or how much of one's finances get turned over to the church, kind of like Scientology except that some of the granted powers actually work (at least when the gods are actually paying attention). As for healing, either exclude those spells, or have them possess random side effects in keeping with the nature of Discworld magic. Two initial thoughts for dungeons in Discworld (other than the Dungeon Dimensions, which are a different sort of thing) - Evil Harry Dread could easily have had a son at Unseen University with ambitions to do everything on a grander scale than his father; and more locally to Ankh-Morpork, the dwarves seem to have dug a huge network of tunnels under the city that, at least until they put the golem-powered subway lines in, could serve as a most admirable dungeon crawl. |
Re: Dungeon Fantasy in Discworld
For Elves, one could introduce a race of Half-Elves to fill in the "mortal pointy-eared nature-lover" role, with a sketchy connection to normal Discworld elves..
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I'm not overly fond of the DF concept but this sounds too much fun not to consider as a one off thing. To keep with the Discworld theme I would do without Elves compleatly. If somebody is determined to play one treat them as being of elven ancestry let them take the traditional elven skills and such and a disadvantage. I would sugest either an Unnatural Feature (pointy ears) and a Bad Reputation (elf, at least -2 with trolls and dwarves, all of the time) or Social Stigma (bit elvish arround the ears), I think that is the term.
As for Clerics, for the sake of convention maybe you could use priests of various small gods in the healer role. My sugestion would be to grant healing spells and other devine blessings with an automatic (minimal if it matters) sucess based upon a reaction roll, modified acording to any number of factors for example the clerics obedience to devine commandments and how often the cleric has called for help in the last day or so. |
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(I'd love to do a 4th edition update for the subject some time, but that might be hard to arrange, sadly.) Quote:
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Use Headology. That's what Granny Weatherwax would do.
Do regular First Aid and then roll the healer's Headology skill vs. the subject's IQ, just like an influence roll, modified for the situation, (i.e. how much the subject believes the healer can do this). On a success, the subject temporarily gains the advantages of Fit and/or High Pain Threshold. The actual healing takes place naturally, but is encouraged by the subject's belief. |
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It just makes the victim think they're better because they're not hurting so much. |
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It doesn't; but I was trying to model the "placebo effect".
I was also rattling off the top of my head and wasn't entirely thinking things through. |
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Of course, certain heroic character types (e.g., True Barbarian Heroes) might be able to invoke Flesh Wounds on their own, without a witch's Headology to help, especially if their survival and relative health are in accord with the Narrative. |
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Regardless, instead of being Half-Elf, you could be Elf-Blooded. You have a streak of elf blood somewhere in your anscestry. Could give you DX +1, a bit of Appearance, a bad attitude, and a fairly severe Secret. |
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Magrit is stated in the books to be an excellent herbalist, and is the best of the three Lancre Witches. |
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Humans (including borderline cases like Igors and Nobby) Dwarves Trolls Gnolls Gargoyles Goblins/Gnomes (including Nac Mac Feegle) Elfkin Golems (or should that be golemim?) Werewolves Vampires Zombies Have I missed any? Some of the more powerful types, such as Golems and Vampires, might need to be 200-250 templates, with the option of just taking a professional lense as opposed to a full professional template. Notes on professional templates: Barbarian - might need to make the Gigantism and SM-1 optional, since many examples of barbarian heroes in the books were either never that large, or shrank with age. Actually Bravd might be the only one I *know* to be large enough to justify it... otherwise, this should require only minor tweaking. Bard - there's no evidence that many if any Discworld bards have these kinds of magical abilities, but on the other hand I don't see many problems with having more experienced folks from Llamedos or other locales gain them. Cleric - as we've already mentioned, there are issues with the idea of Discworld gods granting their followers consistent magic, let alone magical healing. On the other hand, there could be a gaggle of 'activist' gods interested in poaching on the more established gods' territory and worshippers (note that of course Blind Io will actually be one of them in one of his many guises), and while healing with magic is a recipe for disaster when attempted by wizards, it might not be so problematic for gods - especially if there's an Asclepius-like figure among them who invented the concept of homeostasis in relation to morphic fields. I'd still probably impose nasty or humorous effects on critical or even normal failures, though. Druid - Of course, the druids of Llamedos are more interested in the latest lithic technology than tree-hugging, but there could always be another locale on the Disc where 'nature-priest' Druids do exist. On the other hand, we could replace this template with a Witch template, replacing Power Investiture with Magery, restricting the spell college choices in slightly different ways (or maybe just deprecating most 'flashy' magic regardless of college), and adding Headology skill and Signature Gear for witchy hats and broomsticks. Holy Warrior - basically the same notes basically apply as for Clerics. Knight - no problems here, really. Martial Artist - just vary which abilities are taken (or if new ones like Time-Slicing become available) based on which Hubland monastery the character hails from. Scout - no problems here, although the power of narrative will almost certainly determine either that you are a long-lost descendant of kings or that you keep running into problems with local sherrifs. Swashbuckler - as written. Thief - If operating in Ankh-Morporkh, one will need membership in the Guild or a lot of chutzpah and luck. Not sure if membership counts as more than a Perk, though - maybe a combined Patron and Duty? Those taking the Assassin lense belong to a different guild, of course, and almost require a bumped up Status. Wizard - Will just require minor tweaks along the lines of what spells are appropriate to the Disc, how to value staffs with a knob on the end as Power Items, etc. Probably make a whole bunch more disadvantages such as Gluttony, Laziness, etc. available... |
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Anyway, the Disc is big enough that there could even be some backwater area just the other side of the Hub where Elfkin are called Elves, and everybody but dwarves, trolls, and the wiser witches are taken in by their press and whatever glamour they're able to muster to believe that they're truly a noble, ancient race... would it be beneath me to suggest it be called Hubwards Elrondia? |
Re: Dungeon Fantasy in Discworld
Decided to rez this thread, 'cause I'm liking this concept a lot. I could see spellcasting clerics as a new rising trend for gods wanting to draw worshippers through flashy miracular "publicity stunts". Holy Warriors could be recruited by more militant deities along the same lines.
As for a good place for Dungeon Fantasy campaigns on the Disc, one place comes to mind: Uberwald (I dunno how to type the two little dots on my keyboard, sorry). It's described as a HUGE country, with no single dominant rulership or culture, and with a wide variety of climates across the countryside. Who's willing to bet it's landscape is also dotted with numerous ancient ruins filled with monsters and treasures, all just waiting for adventurers to come in to kill and plunder? |
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There's also the point that Lancre is almost certainly not the only country bordering on the Ramtops with 'gnarly ground', where whole unknown kingdoms can hide in the nooks and crannies between two seemingly adjacent points. But yeah, Uberwald has a lot of adventuring potential. Just off the top of my head, you've got your standard Haunted Castle of the (very traditional) Vampire Count, your Den of the Werewolf Overlords, your Caverns of the Dwarfs, your Lair of the Mad Scientist complete with newly created monster, and quite likely a few out-and-out dungeons stocked by an up and coming Evil Overlord whose surname just might be Dread.... |
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