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.
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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. |
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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. |
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:
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:
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DF 2, page 9: Monsters. DF 2, page 12: After the Battle. DF 2, page 13: Loot. Quote:
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:
See also Basic Set Campaigns: Playing the Adversary, p. 493. |
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Please go ahead, Turhan!
It is probable Monsters and Treasures are going to be approximately DF 5 and DF 6. |
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. ;)
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-P. |
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(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. |
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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.
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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.
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Seriuosly, my money is preparing to run away from my pockets. :-) |
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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. |
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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.
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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.
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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. |
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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. |
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