Re: How applicable is Dungeon Fantasy 16: Wilderness Adventures to non-DF Game?
To give you a reference point: The rules for outdoor exploration and survival in GURPS Dungeon Fantasy 16: Wilderness Adventures are roughly as cinematic as the rules for commando, detective, and spy activities in GURPS Action 2: Exploits.
In more absolute terms: Those rules are based on realistic rules from various other Third and Fourth Edition supplements, but whenever they run into either "too much math" or "too much lethality," they relent to make the game more fun. Which isn't to say they're toothless; they retain enough risk to make the relevant tasks useful as challenges to even powerful characters (who are, after all, the baseline in Dungeon Fantasy and Action).
All told, I'd say the rules are more than good enough for a gaming group accustomed to larger-than-life gaming where little details like having to dress warmly, eat, pee, and sleep are simply ignored. By comparison to that, they'll seem almost harshly realistic! But for a gaming group accustomed to counting every bandage, battery, bean, and bullet – say, real-life preppers, or history nuts who can't invest in a setting that doesn't have rotten teeth and lead poisoning from the cookware – they may well seem too forgiving.
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