Dungeon Fantasy needs a bare-bones setting
At the very least, Dungeon Fantasy needs a list of the languages within the setting, both living culture languages, special languages (Elemental Language, e.t.c.) and ancient languages. It's the kind of thing that some players will demand to be told about up front before they create their characters, and the kind of thing that an inexperienced GM will be unable to deliver.
I'm thinking the best solution would be a pseudo-European setting with a few major countries analogous to England, France, Germany, Spain and Italy, each with their own language, and a few common ancient languages (analogous to Latin, Greek and Arabic) and half a dozen obscure ancient languages (analogous to Egyptian, Babylonian, Sanskrit and so forth). Largely similar history as Europe, with an old empire that split into two parts, then collapsed due to barbarian invasions. Likewise, a master list of all Hidden Lore specializations would be good, because it prevents the GM from inventing new ones to thwart the players. The DF1 and 4 PDFs already refer to a lot of specializations in their templats, but a definite statement that these are all that there are unless the GM explicitly says so before game start, would be good. Or if a few more are needed, then include them in the list in the setting PDF. Basically, there are a bunch of character creation questions that aren't answered in the PDFs published so far, and leaving it up to GM decision is doing a disservice to inexperienced GMs, because either they don't know that they have to make those decisions before gamestart, or else if a player demands it they will not be able to make good decisions that can stand throughout the campaign. |
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"Bare Bones" won't do it. The success of DF as a .pdf series will justify a Setting Book (or several). Just to be marketable it'll probably go for $7.95 (though a $4.95 smaller version is possible) and run over 30 pages.
I'm basing this mostly on Riggsby's Tower of Octavius book. And lots of details. ;) |
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I will try to set up a game world and put it on the forums. The world I have in mind is a mix of Ravenloft, Greyhawk, Stormbringer, Call of Cthulhu, Tolkien, and combination of many different myths and medieval times.
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I disagree. I feel that if SJG started applying a specific setting to Dungeon Fantasy it would start to constrain it and not allow it to just develop in a way, which I feel, gives Dungeon Fantasy it's uniqueness.
As it stands you can use DF for any of the old school games. Dungeons and Dragons, Tunnels and Trolls, Warhammer Fantasy, heck even Palladium Fantasy. All those settings can be used with GURPS Dungeon Fantasy and all the GM has to do is make a few monsters*. Even placing it in a "bare-bones setting" will start to introduce guide lines and maybe restrain the type of monsters or magic you find. I would like to add that GURPS Dungeon Fantasy could be used to recreate your favourite hack and slash video game. Two of my favorites, Dungeon Siege and Diablo offer a great back drop for DF. Do you like board games? Mage Knight or Descent would also make a good back drop for DF. My personal DF game is played completely underground. The characters never get to the surface. Towns which I call "Warrens" abound throughout the series of levels and caverns. Pocket dimensions (never larger than a square mile) can be found throughout my DF world allowing brief views into Faierie realms, Demonic, Elemental realms giving my DF a very Old school and New School Video game feel to it. Now I would more than agree with you that DF needs some DF style adventure modules! *It is my opinion that when using any setting in GURPS, be it Fantasy, Modern, Supers, Sci-Fi that you use the setting only and stick with GURPS rules. Its the setting you want, so why bother with "converting" rules, stats, etc. also what Gavynn said ;-) |
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Was I the only one thinking abour skeleton warriors when reading bare-bones setting? :-)
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Plus, there are DOZENS of hack & slash fantasy settings... About languages: I think DF assumes that everybody speaks Common, and that every race (including magical races such as Elementals, Spirits and so on) has its own "silly" language: Elven, Dwarven, Orcish... Quote:
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I would LOVE to see a DF setting!!!
Cannot emphasize this enough. BUT PLEASE,don´t make it Yrth-like. Real religions, real languages and real cultures have NOTHING to do in a Fantasy setting, IMHO! Call it different: Blackcoasters, Firelanders, Kingdom of Ilyarrah, Cult of the Bloodgod, whatever - just FANTASY! I realy hate to read about christians, islam, german, english, whatever ... That´s not FANTASY! :) |
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Below is the entirety of the world background I'm using for my DF game, which has had 12 experienced (and inexperienced) players game in it to date. No one has complained about the lack of information or needed to know more about ancient languages.
Background In the history of the world, there have been many kingdoms, empires, republics, city-states, trade leagues, and other governments. Many have fallen. The town of Polisberg sits on the shore of the Antillan Sea. To the east lies much of civilization. To the west, the unclaimed and wild lands of the Westmarch. Delvers often come to Polisberg, seeking the wealth that can be violently recovered from the ruins and caves of the Westmarch. The Westmarch is the mostly unclaimed ground between civilization and hostile realms. It has been fought over, conquered, lost, razed, and rebuilt over the years, but is currently mostly unoccupied. Various monsters, beasts, demons, undead, oozes, and things haunt the wilderness of the Westmarch, along with a few hardy (and often mad) souls. The Westmarch is mostly rolling hills covered with forest and divided by rivers, though there are some swamps, plains, and mountain chains in the land. Scholars snidely point out that the Westmarch proper is only the central plains, and that the other territories commonly called the Westmarch have other, proper names. Most people ignore them. A few caravan tracks and trade-roads cross through Westmarch, delivering rare goods at high prices. If SJ Games wants to put out a default setting for DF that includes languages and hidden lores and whatnot, they certainly can. But I really don't see the point, as there are hundreds of DF style settings out there already and creating a new one takes less than an hour's effort. |
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It is just my opinion, please don't get upset. I was suggesting pre-made settings that would easily fit in with DF, that's all. |
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I disagree with the "bare-bones" part but a setting book could be cool. Maybe a setting book with a series of adventures too. Its a campaign setting for DF but it is not the "official" setting. GURPS material is usually generic guides to the kind of "flavor" of game you want to play. A few specific books of pre-made adventures in a pre-made world could be cool.
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Why not just use GURPS Myth: The Fallen Lords! The Game is a Hall of Fame'r and the setting is awesome, works great with DF, complete, and not to mention it is at default dark.
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Edit to amplify: now, a posited setting or even multiple settings with certain ground rules, would be fertile ground for people to compose and submit adventures using the adventure template. Your hypothetical European style one, or another that's middle earth with the numbers filed off (or the land of Paksennarion) would work, as would all sorts of others. Since each adventure will likely be, you know, a dungeon or at least a fixed locale, GMs could place them in appropriate context and move them around as needed for their campaigns. |
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Was I the only one slightly annoyed by calling Greek and Arabic "ancient" languages? They're still around! Latin is just a liturgical and classical language now, but c'mon, Arabic? Still alive and kickin'. :)
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(I'm totally unfamiliar with the setting, but my guess would be that it does not.) |
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Badly! |
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When I was an inexperienced GM, I picked up GURPS3e. I had no books whatsoever other than the Basic Book (this was before the Compendia). I was 15 or 16. I didn't have any bestiaries, I didn't have the Fantasy book. I had never even played GURPS or seen it played. And really? I didn't have a problem creating a Fantasy setting with what I was given. I coped very well, thank you. I made it a no magic setting because I figured it would be a bit easier. I made a map, some basic background and voila! I had a setting and it worked out well. And I was only 15/16. And I was not a genius. It isn't that hard. And as for having enough languages for language talent to be useful as you imagine it, that is your thing. Certainly not mandatory for a fantasy setting for everyone. |
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So SJG makes a game where you can use your imagination to make anything you can dream up, and instead of scurrying off into a corner to start making maps and plans, gamers shout, "Sell us supplements!" So SJG, quite understandably, shrugs and says, "OK." But really, Dungeon Fantasy doesn't need a default setting, any more than D&D needed a default setting back in the day. It's already built into the rules. Anything that's not in the rules you're expected to make up yourself—and you're supposed to be happy to do it! Whatever happened to the notion of "hobby gaming," anyway? |
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How I'd do it.
Languages: Elven, Dwarven etc. (how many races are in DF anyway). If old mysterious languages are needed there's Old Elven, Old Dwarven etc. and perhaps the dragon language. Hidden Lore specialties? Give me a good reason why your character should have some. What more is needed? |
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I would love to see a default setting that is attuned to the sensibilities of that era. If you look at some of the early RPG settings, it is amazing how terse they are - entire realms would get no more than a paragraph or two of information. These early campaign settings attempt to be evocative without limiting the creativity of the individual GM. They tend to draw heavily on classic fantasy archetypes to achieve this aim. Good examples include the World of Greyhawk from TSR, the Wilderlands of High Fantasy from Judges Guild, the Frontiers of Alusia from SPI's excellent but ill-fated DragonQuest RPG, David Hargrave's Arduin setting, etc. Curiously, most of these settings draw a large portion of their inspiration from the sword & sorcery fiction rather than the high fantasy of Tolkien and his successors - they were more in tune with the sensibilities of Robert E. Howard, Fritz Leiber, Michael Moorcock, HP Lovecraft, Clark Ashton Smith, and their ilk. This is hardly surprising, as there was a revival of interest in this style of fantasy around the time that D&D was in development (inspired at least in part by Ballantine's Adult Fantasy imprint). If SJGames ever publishes an original GURPS setting that embraces this style of old-school sword & sorcery gaming, I will be very happy indeed. |
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i'd like to see the world of Cidri come out, but less banestorm-y...
(geek points for who ever know where Cidri comes from) i have such fond memories of that place... the scifi Securtiy Station and Thorsz's guards (especially those death tests they used to weed out the weaker guards). memories... |
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Folks, this is DF we're talking about. What more do you really need than this?
The Basic Bare-Bones Non-Specific Dungeon Fantasy Setting Location #1: The Town When you are in The Town, you can visit The Tavern, The Shop, The Smithy, and The Home Of The Powerful Guy Who Hands Out Quests. Location #2: The Hole In The Ground Also known as "the dungeon", this is where the first adventure takes place. Location #3: The Other Hole In The Ground Also known as "the second dungeon", this is where the second adventure takes place. Location #4: The Other Other Hole In The Ground Also known as "the third dungeon", this is where the third adventure takes place. (etc, etc, ad nauseum) |
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Your use of the article "a" is indicative of the request for a single, specific setting. If you wanted many such settings to be available, the proper phrasing would be, "DF needs a selection of settings." Hope this doesn't come across as patronizing. I'm trying to be genuinely helpful here. There are a lot of little rules for English that can sometimes prevent concepts from coming across properly. |
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All I can say is that there seems to be a lot of interest in having some DF settings. So I will just say that many people who are interested in something tend to also purchase a product they are interested in. If GURPS wants to sell it's products so maybe it would be a good idea to produce the products people are intetrested in.
The first four DFs and DF Allies has sold very well mostly because people are interested in this type of product. |
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A GURPS:DF By Example adventure may not be a bad idea.
Somethign Like Tower of Octavius with an adventure built in and for DF. As noted above, A town, a couple of Holes with monsters and treasure in them and a basic beastiary/encounter table to go with it. Although converting other sources to gurps isnt hard in itself, I can see why a new GM might want something more like a turn key solution for his first attempts at reffing the game. It should Include: Near Town Map: Major Lanmarks Include
Printable Sheets with the Stats for the Monsters in the Encounter Areas and Stats for Major NPCs(King, Captain of the Guard, Head Clerk at Outfitters etc). Encounter Tables for Each of the Adventure Areas. For begining players and GMs 'I walk into a hole kill creatures and make their possesions my own' is plenty to handle, but you could throw a rudimentry plot in there as well. The town map and data is infinitely reusable and could become a Base oF Ops for the carachters for many adventures as could either one of the adventure areas once the monsters are relocated to the afterlife. This would also help the new GM see what kind of preparation is required to make a game run smoothly, and he could then begin generating his own by expanding the map of the town and its surroundings to encompass a country or continent. Throw in a few competing races and cities and before you know it, you've got a running world. There may be alot of this stuff on e23 right now and I just dont see it. Although Caravan To Ein Aris is a good adventure, the meatier parts of it involves a level of inrtigue than most DFers arent really looking for. Nail Down 12-20 pages of PDF that contain a foothold into Dungeon Fantasy that is ready to play right out of the box. It may be that because GURPS GMs love to microtweak thier worlds to death there hasn't been a market for this kind of 'starter module.' As we continue to pick up players from other systems, I think showing them a well written example of an adventure might make the transition for them easier. For the Record, I love extending this idea to GURPS:(Insert Genre Here) By Example. Nymdok |
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I also think that one thing that is useful is to have examples using the rules because GURPS power levels and other games power levels are different. GURPS has many more abilities too so that it sort of changes other dungeons. In DF, characters can dig their way through dungeons and break down doors which sort of defeat the original dungeon of an earlier system. Also, GURPS is more realistic so that changes the original dungeon too.
Most important though is the fact that more people who buy RPGs are interested in the story more than anything. No matter how good the rules system, the most important thing IMO is an engaging story. Many RPGs have bad rules but they have cool stories and despite the bad rules they sell very well. So I think many people surely want rules for this and that but I feel subconsciously they also want an engaging story to go along with the rules. |
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I don't think that Dungeon Fantasy needs to be nailed to any one specific setting. It would be very nice, however, to have some well-established generalities in a wide-open setting that players could become familiar with.
Why? Fiction (and RPGs) usually take place on the boundaries of the "rules." Some players simply love having rules to bend, or to break, or to dance around. For instance: you're the dwarf who hates working with metal, or you're the dark elf who isn't really evil, or the long-lost king who doesn't really want the crown, or the quiet unadventuresome little fellow who gets dragged off into a battle against armies and dragons. You're the werewolf who's a vegetarian, you're the last in an ancient race of druids, you're the only one who knows where the valley of the long-lost secrets lies. You're the wizard who isn't very good at magic, you're the barbarian who isn't very handy with a sword, or you're the only person ever to survive the death and destruction of your village. You're the only alien of your race to serve in Starfleet; you're the youngest starship captain; you're the only known member of your race. On the frontier where the rules break down, that's where stories happen. Gamers like having archetypes and rules, because that's how you make interesting characters. Why would a gamer want to be an uninspiring interchangeable Elf with a capital E, when he could be the Elf Who Doesn't Want To Be Immortal? There's two ways to go with any setting. First, you can make all characters of a given type more or less identical. Star Trek is a setting of this type, where almost all Klingons (or Ferengi, or Romulans, or Cardassians) are virtually indistinguishable. A setting gives the player a basis, a foundation on which to build. It gives the world definition and direction. But who were the most interesting characters in Trek? Spock, Data, Worf, Garek the tailor, Odo. They were unique. They defied their archetypes (or as in the case of Odo, he had no archetype, at least at first). That's why, I think, a bare-bones setting is of some use. It gives players ideas, both in things they can be, but also ways they can be different. Will SJ Games create such a bare-bones setting for GURPS Fantasy? No, because I doubt it'd sell... settings and rules and archetypes are desired by players, not necessarily by the GMs who want to run games. I like GURPS because I can run any setting I want, at any time. I don't like it, because every new setting is a buttload of work to create (but ever so satisfying to get it running). |
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Also, the general problem is one of ability usefulness, and how finely areas of expertise and communications are divided. If the setting only has a single ancient language, then my Scholar template character with Language Talent gets screwed, because the Wizard also knows Latin (and even the Bard might have it at Broken). Likewise, if the setting has a dozen equally important ancient languages and three dozen less important ones, I'm forced to spend an unreasonable amount of CPs to make my Scholar capable of that which Scholar is entitled to be capable of. On top of the unrealism of there not being one or two ancient languages that can be said to be "primary" in that area. An inexperienced GM is dangerously likely to commit excess, when making such decisions, regardless of whether he makes them consciously and proactively, or (more or less consciously) and reactively (i.e. when a player demands to be given basic information about the setting so that he can create his character), or unconsciosly. Same with Hidden Lore. DF already has something like half a dozen mandatory Hidden Lore specialties (and a few more in DF5), and therefore already delineates some things. For instance, there is one Hidden Lore to cover all Undead, rather than a single Hidden Lore to cover all supernatural creature, or separate Hidden Lores to cover Liches, Southern Vampires, Northern Vampires and Western Lesbian Vampires. Dividing too finely, when it comes to languages or mandatory skill specialties, is bad and will hurt some character concepts, even though those character concepts are perfectly legitimate - and inarguably legitimate because they are from Kromm's own hand! Likewise, not dividing finely enough will also hurt some legitimate character concepts. The GM has to hit the sweet range (not a spot because it isn't that exact), and avoid extremes. And the best way to do that is to do it before gamestart, and to do it with guidance (i.e. from DF6: The Setting) if you're an inexperienced GM. And note that an experienced player can't easily compensate for an inexperienced GM. Not out here, in the real world. |
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It's for inexperienced GMs. So that scholarly characters can be fun to play, the way Kromm intends them to be (since if he didn't intend them to be fun, he wouldn't have put their templates into the PDF). The reason I suggested pseudo-European is simplicity. Everybody is vaguely familiar with Europe and its history, so that would be a very good place to start, especially with regards to the linguistic emerging from the "fallen empire" situation. Latin (assuming Western Europe) serving both as a scholarly language (ancient documents) and a Lingua Franca among the learned class, with Greek and Arabic being important if you want to be able to read old documents, and about half a dozen lesser scholarly languages that it would be nifty to be able to read if you find books or scrolls as treasure. |
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Part of the style, part of the style which Kromm intends, is for languages to be of non-zero importance. Kromm intends the style to be such that playing a Scholar will be fun. Such that utilizing scholarly skills will be fun and contribute to the party's progress towards their collective goal. And keep in mind, I'm not making this up. Nor am I reading Kromm's mind. I'm simply pointing to what he wrote: The templates in DF1. (Notice how the species templates in DF3 don't say anything about aging. That's because Kromm intends Longevity and Extended Lifespan and Early Maturation to have no relevance whatsoever during a DF campaign. If Kromm had intended languages to have no relevance whatsoever, he'd have omitted them from the templates, and removed Langauge Talent from the list of allowed Advantages. But he didn't.) |
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Same goes for Hidden Lore specialties, and so forth. |
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Wikipedia doesn't tell him to. No DF supplment tells him to. I don't need help as a GM. I'm not an inexperienced GM. I'm just pointing to the fact that inexperienced GMs exist, and that a subset of these will try out DF, and that a subset of this subset will make disastrous decisions, due to the lack of official guidance, if one of their players opts for a Scholar template character and/or a character with the Language Talent Advantage. |
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You want to be able to create a character who already knows everything, for whom there are no surprises, who never grows. Fun for you — but it sucks the mystery right out of everything. If you're designing characters with an adversarial relationship toward the GM, frankly, I wouldn't want you in my campaign. I'm not out to get you, I'm out to tell a story. |
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There are some generic, stat-free settings out there.
Harn is a very detailed quasi-medieval setting; http://www.kelestia.com/ http://www.lythia.com/ http://www.columbiagames.com/ Also, the The World of Khaas, Legendary Lands of Arduin was made into a huge encyclopedia; http://www.worldofkhaas.com/ |
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Unlike some people (not naming names*), I don't think Peter actually hates GMs, but his take on the player/GM role is definitely . . . quirky. *For safety, as the first name that comes to mind is a member who I consider actually dangerous. |
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Anyway, I really don’t think that the player asking (even an inexperienced) Game Master what languages are appropriate to start out with at character creation is dropping nearly the bomb on him or her that you are trying to portray. I’d even say that even if an inexperienced GM, in retrospect, made a not-so-great call about what ancient language the wizard of the group put a few character points into during character creation , it isn’t going to be “disastrous decision” as far as things go. I bet the game will manage to go on and the mistake could even be rectified in time. |
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While I was brushing my teeth, it occurred to me that GURPS does tell you to think about languages before that game starts. SJG provides us a free website of GURPS resources and play aids from which a GM (whether experienced or inexperienced) can download the official GURPS campaign planning form. It is a fantastic resource for an inexperienced GM to download and fill out before character creation to make sure he or she hits the high points of the game world. You will find it has a place for "Languages Available". So I would say GURPS absolutely does suggest the GM think about these things before hand and even provides an handy-dandy worksheet for free to GMs to help them out with these things.
Edit: Although IDHMBWM, I think this worksheet is in the GURPS books too, so that means by reading your GURPS books you can also know you might want to think about the languages of the game world. Edit Edit: And that worksheet just list "Languages Available" under PC information. It doesn't prompt you to try and write down every language in the setting. |
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Why not revive all those less popular fantasy settings like Mystara, Birthright, Greyhawk, Darksun, Kalamar etc... ? Why make another new setting when there is so much oldies which can be recycled and it is much easier to keep the DF line Generic and Universal?
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For me, if DF had a setting, that would be a *flaw*, not a feature. I like DF because it's 'generic' and easily adapted to your world of choice (or, to none at all; we are currently playing a truly "setting-free" campaign; it's a generic, D&Desque, anything-goes fantasy "setting" and the players take turns in GMing). |
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No one has created a character with Language Talent. So it hasn't come up. If it had, I'd add some languages and some language related challenges. Since it hasn't, I haven't. No one has wanted to play a Bard* or Martial Artist, so I haven't created many challenges specific for them, either. I certainly can do so if it comes up. * Harald has a Diplomat lens, and he has talked his way out of and into a few problems. |
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And pretty banestorm-y, too, albeit in a more deliberate sort of way, considering the way the Mnoren had stocked it with creatures and stuff from all kinds of different timelines. Heck, Yrth itself could easily be placed on Cidri (you'd just have to assume that the planet rotated fast enough for a 24-hour cycle despite the circumference being bigger, which I think may have been the assumption in TFT anyway), and the Banestorm retconned as the Dark Elves activating a left-behind Mnoren device. |
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As a Pyramid article, it could be a set of simple lists of languages, Hidden Lore specializations, etc., and perhaps a couple of small (5 paragraph or so) sample settings using the material from the DF series. Or instead, perhaps a tool for generating the DF skeleton for your players which includes suggestions for lists of languages, skill specializations, etc. |
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Some of it has good tools for determining what you, as GM, wants in each room (legend at the end with blank lines for filling info in). Perhaps some supplement that suggests maps? I don't know how licensing would work, though... |
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I would not like to see DF tied to any particular setting.
I would be interested in a setting built to support DF. D&D has had tons of such settings. They weren't necessary. A lot of folks never used them. Other folks got good use from them. Plenty of dungeoneers in years gone by wandered all over the land, visiting cities and having adventures in fictional kingdoms and empires. Mostly we just made our own settings up - which is fine, just as it is in any game. Sharing common worlds with people can be fun too. |
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I think you are absolutely right that DF can be set in settings that people already like. The advantage of a new dedicated setting is that it can be made to fit the DF line of races and classes. |
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I would go for worked dungeons and encounters, but I don't think that a specific setting designed for DF would be a good idea. That would just constrain the creativity of both the setting and future DF books. If you have a setting, just make notes for how this or that would work if you play DF using that setting, or retrofit it with a supplement like DF: Banestorm or DF: Madlands.
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DF presents, as has been said earlier, a style of play. It can be applied to almost any setting with very little effort. I think the request should be presented as "GURPS needs a 'mass market' style fantasy setting" which would almost certainly have at least a text box for using it in with DF. I would imagine that it has been considered, and the concern is one of market saturation. |
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I get the impression from this thread that I'm in a minority, however! |
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Note that all DF characters are expected to speak a "common" language, regardless of the character's origin. Most Templates don't even offer the option of speaking more than one language. I brought this up a while ago.
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Re: Dungeon Fantasy needs a bare-bones setting
I've read the whole thread, and I fail to see the difficulty.
From what I understand, the Dungeon Fantasy line is not intended for long-term adventuring, but to live out the old dungeon-delving days. And for me that means back in the day, when all we had was D&D basic and we peered in curiosity at this new-fangled "Advanced" version. I have this huge-normous stack of Basic D&D adventure modules, some of them turning yellow from age, a couple with 30-year-old soda-pop stains on them. I've managed (with ridiculous ease) to just grab one, convert to GURPS 4e on the fly, and get a usable and playable result. The setting exists. The 1st edition D&D stuff is available online and to the best of my knowledge not owned by anyone. So I fail to see any difficulty. |
Re: Dungeon Fantasy needs a bare-bones setting
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My reason is this: the way I play DF is as an unabashed kill-monsters-and-take-their-stuff hack-and-slash game of old. It is used for stand-alone sessions where quickly build one-session characters try to win glory and gold in one night. I will not hand craft a complete setting for that. It is of course relatively easy to adapt most fantasy settings for DF, but even that means some prep work for the GM, and of course SJG can not publish support for (or even use as an example) e.g. Mystara. It is also possible to go without a setting altogether. My DF style is very episodic, continuity not valued, and the World Outside The Dungeon is sketchy at best. But still: sometimes the PCs will really interact (as opposed to kill, buy, sell, and pick pockets) with the world. You can of course simply ad lib it, but I would like the option not to. So I can see the benefit of a DF title which will sketch a sandbox where the GM can place his random dungeons and other stuff in. And this sandbox doesn't need to (or should) be complex, but it should offer stuff like lists of languages and gods, and one liners for basic orientation (e.g. "Barbarians come from the frozen wastes of Mumbulon from the far north.", "This area, the Flat Tail Marsh, is a frontier province of the Badger Kingdom. The present ruler is Queen Gnawtooth."). It would help GMs to run DF "out of the box" in the same way DF templates help players to create characters out of the box. And for the DF line it would act as the semi-generic example background (which is needed to a certain degree anyway, see e.g. the race descriptions in DF3) for descriptions, locations, and (hopefully) adventures. |
Re: Dungeon Fantasy needs a bare-bones setting
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Re: Dungeon Fantasy needs a bare-bones setting
The way I see it, anyone wanting an actual DF setting only has to strafe b-dog's multitude of DF threads here in the forums. He's done good work at building a setting, IMO; someone should collect the posts and put them into a Pyramid article.
(Ya hearin' me, b-dog?) |
Re: Dungeon Fantasy needs a bare-bones setting
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And, seriously, there are literally HUNDREDS of PDFs on e23 and RPGNow that will provide the material either to help you build a setting, or to provide you with one already made. |
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