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Old 03-21-2017, 03:09 PM   #3
JMason
 
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Join Date: Aug 2004
Location: Cockeysville, MD
Default Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?

1. What is the single most important piece of advice you would give to a new Dungeon Fantasy player?

Have fun. ;-)

Other bits of advice: Combat in GURPS is very small increments. Don't let that stop you from performing a long action. Tell your GM what you want to do, then work out what happens each turn. Go for that crazy plan!


2. What are 3-5 tips you would give to a player who is familiar with fantasy* role play but inexperienced with the town-and-down dungeon crawl style of play?

Have fun! Seriously this time. The game is about killing an looting. Don't take things too seriously... just go with the flow.


3. For players who will assume a front-line warrior character template (e.g., Knight), what tips you would give to help them play efficiently and effectively?

Sword and Board with good Blocking and the best armor you can get. Or light armor and GREAT weapon skill for parry. Or a stupid amount of HP. Pick one.


4. For players who will assume a character using a caster template (e.g., Wizard), what tips you would give to help them play efficiently and effectively?

Missile spells are slow, can cost a lot of energy, and might miss. If you go that route stick with "explosive" versions, power them all the way up, then toss them on the ground behind the enemy... but watch out for blasting your allies.

Otherwise stick with area spells. What's better than a fire ball that targets one guy and might miss? A room full of fire than burns everyone in it.

If you insist on direct damage... go with Dehydrate!


5. For players who will assume a template focused on ranged combat (e.g., Scout), what tips you would give to help them play efficiently and effectively?

It can get boring doing one thing over and over... so give some thought to your backup combat skill.

Bodkin Arrows for DR reduction. Arm ST to get better damage.

Have magic arrows, they can be cheap and give some variety.


Advice to game masters:

1. What is the single most important piece of advice you would give to an experienced GURPS GM switching from running fantasy* games focused mainly on role playing to running Dungeon Fantasy hack-and-slash games?

If you are anything like me, the biggest problem is making things too complicated. Keep it simple and fun.


2. What are some differences between fantasy* games and Dungeon Fantasy that you would highlight and advise a GM how to handle?

DF is about killing and looting... so have interesting things to kill... and interesting rewards.


3. What are some other important pieces of advice you would give an experienced GURPS GM about running DF games?

Have fun ;-)
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