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Old 04-06-2018, 11:44 AM   #7
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Dungeon Fantasy Setting: Caverntown

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Originally Posted by GodBeastX View Post
Thanks for this!
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Originally Posted by Nemoricus View Post
Kromm's writing is excellent [...] well written, an enjoyable read
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Originally Posted by Refplace View Post
I loved the book.
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Originally Posted by Tom H. View Post
Thank you.
Thank you all for the kind words. I wrote this during a tough time in my life (ongoing), so it's great to hear it isn't a flop.

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Originally Posted by Nemoricus View Post

It's a little light on things for PCs to do, but there is no shortage of adventure seeds for the GM to elaborate on.
Ultimately, that was my goal – I want the heroes to get the heck out of town and have adventures. But if they stay, be sure to take a closer look at Other Entrances (p. 8), Other Weirdness (p. 10), Visitors (p. 12), Urban Dangers (p. 25), Deputy Delver (p. 27), Settling Down (pp. 28-29), Random Events (p. 30), and Undertown (p. 35) for at least a few ideas.

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Originally Posted by Refplace View Post

[...] a lot of work was added that works for most towns so its worthwhile for most fantasy games.
Almost all of Chapter 4 and large parts of Chapter 3 are fairly portable to pretty much any fantasy city that's intended as a base for professional adventurers.

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Originally Posted by Tom H. View Post

[...] supporting game "pieces" that I can apply to play rather than just more rules that I have to integrate before play.
To be fair, there are more rules here – but yes, most can be added in during play. Nothing here adds an "essential" new character type, overpowered gear, or options that are likely to destroy the campaign economy.
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