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b-dog 03-01-2008 12:30 AM

Dungeon Fantasy Tutorial Adventure
 
One thing I would really like to see is a tutorial adventure. I have not role played in many years so something like this would be good to get me back in the swing of things. Some things I would like would be encounters with people in towns along with many suggestions and reminders about the skills and abilites that would useful. Then I would like to have some outdoor encounter with reminders and suggestions as well. Once in the dungeon, I would like to have many situations where there are things that are not necessarily combat oriented but help to develope proficiency in the rules. When fighting monsters, I would like to have some suggestions as to which powers they will probably use, especially if they are loaded with powers.

demonsbane 03-01-2008 01:10 AM

Re: Dungeon Fantasy Tutorial Adventure
 
Some people here agrees with this. It could be a work done by the forum people, or an official e23 SJG product. Or even (why not?) a Pyramid article.

I want to see some DF material in the Pyramid magazine.

b-dog 03-01-2008 09:45 AM

Re: Dungeon Fantasy Tutorial Adventure
 
I think it could be very useful. I mean it could have sort of a checklist of things for the DM to follow. For instance, players come to a door in a dungeon, it would list whether the door was locked and if it is then it would list how difficult the lock would be to pick ( penalties or bonuses to lockpicking skill or even that the door is wizard locked and at what skill level) It would also list the door DR and hit points.

Then as the door is being opened, it would explain what to roll for the monster inside, say perception roll. If the monster is aware then give suggestions as to what the monster will do to prepare. Maybe he would summon other monsters or he would prepare some defensive spells. It could then go over combat with the monster If the monster is defeated, it could go over all of the search rolls, lockpicking and trap detection for the treasure.

There should also be some areas of the dungeon here character have to use skillls, like swimming across a river, walking on a narrow ledge ect. It would have reminders such as swiiming roll penalties for wearing armor, look on page X for details.

Finally I would like to see suggestions for how to play monsters that are very powerful such as mindwarpers and demons. These creatures are loaded with abilities and it is sometimes difficult to decide what they would do first, would they cast a darkness spell ot become invisable? Would they create illusions when the party opens the door? Or would they stand there are blast the party? When combat goes against them, would they teleport away or would they summon other monsters to help them? It would be nice to have sort of an idea as to what these creatures would do.

demonsbane 03-01-2008 11:18 AM

Re: Dungeon Fantasy Tutorial Adventure
 
Hm, you are making here some questions for delineating a basic dungeon encounter.

Thinking about this, I can imagine Pyramid short articles called "Dungeon encounter of the week", featuring the needed crunchy points for grabbing such encounter and inserting it in any "dungeon" with little modifications.

Quote:

Originally Posted by b-dog
I think it could be very useful. I mean it could have sort of a checklist of things for the DM to follow. For instance, players come to a door in a dungeon, it would list whether the door was locked and if it is then it would list how difficult the lock would be to pick ( penalties or bonuses to lockpicking skill

I will try to help. First of all, one needs to know where are located the needed rules!


First of all, regarding doors, locks and lockpicking: covered under Picking Locks, in DF 2 page 8.

See also Lockpicking skill in Basic Set Characters, p. 206.

Quote:

or even that the door is wizard locked and at what skill level) It would also list the door DR and hit points.
See Doors and Locks in DF 2, p. 18, for all that and much more.

Quote:

Then as the door is being opened, it would explain what to roll for the monster inside, say perception roll. If the monster is aware then give suggestions as to what the monster will do to prepare. Maybe he would summon other monsters or he would prepare some defensive spells.
For perception rolls and awareness, see Basic Set Campaigns: Surprise Attacks and Initiative (p. 393)

Quote:

It could then go over combat with the monster If the monster is defeated, it could go over all of the search rolls, lockpicking and trap detection for the treasure.
This is very easy:

DF 2, page 9: Monsters.

DF 2, page 12: After the Battle.

DF 2, page 13: Loot.

Quote:

There should also be some areas of the dungeon here character have to use skillls, like swimming across a river, walking on a narrow ledge ect. It would have reminders such as swiiming roll penalties for wearing armor, look on page X for details.
Oh, THAT. No problem!

Swimming: DF 2, page 8 (water hazards). See also Swimming skill in Basic Set Characters p. 224.

Check Basic Set Campaigns p. 354 ("Swimming"), too.

Regarding Narrow Ledge walking: DF 2, page 7 (Dungeon Parkour: Balancing).

Quote:

Finally I would like to see suggestions for how to play monsters that are very powerful such as mindwarpers and demons. These creatures are loaded with abilities and it is sometimes difficult to decide what they would do first, would they cast a darkness spell ot become invisable? Would they create illusions when the party opens the door? Or would they stand there are blast the party? When combat goes against them, would they teleport away or would they summon other monsters to help them? It would be nice to have sort of an idea as to what these creatures would do.
DF 2 page 27: Balancing Encounters.

See also Basic Set Campaigns: Playing the Adversary, p. 493.

Turhan's Bey Company 03-01-2008 11:36 AM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by demonsbane
I want to see some DF material in the Pyramid magazine.

I'm toying with some DF-related things to submit to Pyramid, but the DF books are so far rather PC-focused and, for my tastes as a writer, too light on monsters and treasure, the fundamental building blocks of a dungeon-crawl. Of course, this just means that I'll need to mine Pyramid articles for monsters...

demonsbane 03-01-2008 12:23 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Please go ahead, Turhan!

It is probable Monsters and Treasures are going to be approximately DF 5 and DF 6.

Kromm 03-01-2008 01:02 PM

Re: Dungeon Fantasy Tutorial Adventure
 
There will eventually be supplements on monsters, traps, and treasures. But DF is essentially a hero-centric subgenre, so it's vital that we get the basic professions, advanced professions, gear, and skill-use rules down before we start trying to parametrize lots and lots of challenges for the professionals' gear and skills. ;)

Pmandrekar 03-01-2008 01:08 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
There will eventually be supplements on monsters, traps, and treasures.

Let me just say what I hope will be a collective *Huzzah!* on behalf of this player. Keep up the Great work!

-P.

Rasputin 03-01-2008 03:18 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by b-dog
One thing I would really like to see is a tutorial adventure.

I'm in the process of writing a simple adventure. However, I'm still not even at the proposal stage -- I'm at about 2,700 words, plus a few stat blocks, and the guidelines specify 13,500 words -- and I'm writing the first draft longhand to make the second draft typing the longhand version. Matt is right -- the GM stuff (monsters, treasures, generic locations, traps, generic NPCs) is behind right now, and having it makes design easier. Traps are always a pain for me, and I would often shun them in D&D (then again, traps scale like crap in D&D). The first PDF does help with treasure -- much of it is gold and magic swords -- and the third's races are a supply of monsters.

(Of course, I'd like to see Matt's next GURPS Accelerator article more than DF stuff in Pyramid.)

Incidentally, a GURPS Dungeon Fantasy Monsters PDF would not only do well to have monsters, but have basic templates for them, giving the GM a way to say that kobold 1 is a non-combatant (no template), kobold 2 is a guard and kobold 3 is a veteran soldier. An experienced GURPS GM knows much of this anyways, but this speeds it up.

PK 03-01-2008 04:37 PM

Re: Dungeon Fantasy Tutorial Adventure
 
I don't think DF: Monsters will necessarily contain Kobolds and such, though, since they're not really "monsters" -- they're intelligent foes with their own "classes" and such. They'd fit better in a book featuring pregenerated NPCs to act as allies or enemies, I'd say. DF: Monsters will probably be more like giant spiders, hostile ooze beasts, and such... y'know, monsters.

b-dog 03-01-2008 04:46 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Rev. Pee Kitty
I don't think DF: Monsters will necessarily contain Kobolds and such, though, since they're not really "monsters" -- they're intelligent foes with their own "classes" and such. They'd fit better in a book featuring pregenerated NPCs to act as allies or enemies, I'd say. DF: Monsters will probably be more like giant spiders, hostile ooze beasts, and such... y'know, monsters.

I think that it would be nice to have both kobold templates for characters and kobold monster for the dungeon. I think it is also useful to have some very basic monster templates for things like intelligent beings like kobolds; noncombatant, guard and veteran warrior. This sure helps to speed things up. Personally I would be happy to have orcs, trolls, goblins, ect. in a monster write up as well as a character template write up.

Kromm 03-01-2008 05:43 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Generally, if it's humanoid, intelligent, and you can play one, it was in DF 3. Maybe some later book will add more such races, but not in the near future. My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things. In essence, more of what DF 2 gave as examples. Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.

KlausPrinceOfTheUndeads 03-01-2008 05:46 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
Generally, if it's humanoid, intelligent, and you can play one, it was in DF 3. Maybe some later book will add more such races, but not in the near future. My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things. In essence, more of what DF 2 gave as examples. Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.

Just a word: WHEN?

Seriuosly, my money is preparing to run away from my pockets. :-)

Kromm 03-01-2008 05:48 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by KlausPrinceOfTheUndeads

Just a word: WHEN?

About six weeks after two guys who I know read this forum get their proposal together and e23 gives them a contract. That's the time we'll need to handle revisions, editing, art, and layout. :)

KlausPrinceOfTheUndeads 03-01-2008 06:49 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
About six weeks after two guys who I know read this forum get their proposal together and e23 gives them a contract. That's the time we'll need to handle revisions, editing, art, and layout. :)

Six weeks only? I thought it'd take more time.

ArmoredSaint 03-01-2008 08:44 PM

Re: Dungeon Fantasy Tutorial Adventure
 
I just wanna pop in and say how much I have been digging GURPS Dungeon Fantasy.

Seriously.

This came along at just the right time for me. It was exactly what I had been craving in a gaming experience for some time, even if I didn't realize it. My group has been playing DF every week since it came out. We're addicted.

I am also deliriously happy with the addition of "Fine Quality" rules for armour, as detailed in DF. It fixes one of my primary long-standing gripes about the system--the classic armour weights rant. Is it a perfect fix? Well, no. But it's near enough that it'll shut me up.

Make more, I'll buy it. Sample Adventures would be excellent.

b-dog 03-01-2008 10:45 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.

I would like to say that I hope for a lot more of things borrowed from other games. I think that the Peshkali (D&D type V demon) and the Mind Warper (D&D mindflayer) are really good. I would love to see more borrowed from other game like Elric, Call of Cthulhu and early D&D. Maybe a Sphere of Eyes (D&D beholder), Elder Worm (CoC dhole), Chaos Beast ( Elric oonai), Winged Ape Demon (Elric clakers), Fiend from the Pit (D&D pit fiend) ect.

Gavynn 03-02-2008 02:34 AM

Re: Dungeon Fantasy Tutorial Adventure
 
I would certainly be interested in having all the classic monsters available in DF, but uniques are cool too. Either way I don't think Kromm will let us down.

Kromm 03-02-2008 11:56 AM

Re: Dungeon Fantasy Tutorial Adventure
 
The problem with DF X: The IP Violation is that "characters" -- not just people, but creatures, vehicles, etc. -- in IP are often protected by law, and you have to be careful not to get too close. For instance, while my mindwarper has been compared to a mind flayer, you'll note that it doesn't have tentacles or eat brains, and uses psychokinesis, not telepathy. The peshkali are loosely derived from demons in Hindu myth, not from D&D. Copping other games' monsters is tricky stuff, and generally not a good idea.

demonsbane 03-02-2008 07:11 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
The peshkali are loosely derived from demons in Hindu myth, not from D&D. Copping other games' monsters is tricky stuff, and generally not a good idea.

I like the peshkali, and the as-Sharak too.

Quote:

Originally Posted by Kromm
Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.

I think part of "Dungeon Fantasy" is defined by its take on these mythic creatures.

So despite other games' creatures being problematic to use here, I would like to see some creatures from myths in Dungeon Fantasy, for flavour.

I'm not against unique creatures if they are well crafted, if they are flavourous, and if they are related in some way to ancient mythologies.

Also, I think most DF creatures should have a frightening factor. . . Even if you are there for killing them, Fright Checks are cool, so much as the frightening descriptions the gamemaster provides of the monsters.

demonsbane 03-02-2008 10:57 PM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Kromm
My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things.

Oh, and I want GIANTS, too! ;D

Taliesin 03-03-2008 12:48 AM

Re: Dungeon Fantasy Tutorial Adventure
 
It's funny you should mention that. Today was day three of DF: G1 Against the giants for my group. Were having a blast. One learning point I've discovered for modeling monsters that are fun to play against is to not give them high HT and HP but to give them a good DR instead. MY Hill Giants are HT12, HP30 and DR 5. Since all of the hand to hand guys have weapons with AD this setup allows them to be at least as effective in dealing damage as the Wizards. Fighting against the giants is proving nerve wracking for my players. The Giants are having a hard time hitting 250 point combat monsters but when they do 5d+4 is nothing to sneeze at.
I have all the monsters worked out for G1-3. Next week I'm going to start working on the D Series. Should be a total twist from the current game. Damage in the 1D to 2D range but skill levels in the 20-30 range.

Turhan's Bey Company 03-03-2008 07:46 AM

Re: Dungeon Fantasy Tutorial Adventure
 
Quote:

Originally Posted by Rasputin
Matt is right -- the GM stuff (monsters, treasures, generic locations, traps, generic NPCs) is behind right now, and having it makes design easier. Traps are always a pain for me, and I would often shun them in D&D (then again, traps scale like crap in D&D).

It's mostly those first two which are a problem for me, though it's not a problem so much as "more stuff I need to make up instead of pointing to p. 00." Aside from a couple of pits for old time's sake, I avoid traps as well.

Quote:

Originally Posted by Rasputin
(Of course, I'd like to see Matt's next GURPS Accelerator article more than DF stuff in Pyramid.)

Don't hold your breath. I lack good ideas for more GA articles, whereas dungeons I can crank out with one Noun of Verbing tied behind my back.


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