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#1 |
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Join Date: Nov 2009
Location: GMT-5
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Salutations All,
I'm considering starting up a Dungeon Fantasy campaign using most of the supplements in that line. I have read most of the books and some related Pyramid articles. I'm looking for advice from those who have played it. I am particularly interested in any pitfalls that may have been encountered and in house rules that have been used either successfully or unsuccessfully. Some areas that I am curious about:
Also, is there an index somewhere of published DF material? Which Pyramid issues contain which DF articles? (A sentence or two on what each article contains at a glance would be awesome.) Thanks in advance y'all. I really appreciate the thoughtful input this forum has to offer. Last edited by Edges; 10-08-2015 at 02:06 PM. |
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#2 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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This hasn't been what the DF games I've played in have been about. Being able to do gonzo damage or strike many times in a round are part of the expected set of character abilities (again: in the games I've played). Tamping those down may not be well received. The issue of "too much damage through armor" is most frequently stated in terms of "versus firearms." If you're not comparing a 3d+8 axe blow to an M16, then you probably will have less "that's unrealistic!" and more "that's totally freakin' awesome!" moments. If what you're looking for is to have a more gritty flavored dungeon exploration game, then TLG and the damage/armor stuff may well be a better fit.
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#3 |
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Join Date: Aug 2004
Location: Austin, TX
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I've run two long-running (40+ sessions each) online games with DF, and another F2F game that ran through all of Mirror of the Fire Demon and another dozen sessions of homebrew after that. I've played in two long-running DF games online, and another short one face to face. So I have some experience relevant to your questions.
For the supplements, Dungeons is the GM's basic reference, and Monsters (1 and 2) Henchmen, Psi, Summoners, and Allies are each useful for mining for monsters. Treasure Tables often tended to be more trouble than it was worth, and I never used anything from Artifacts. Adventurers, Ninjas, and Sages are excellent articles from the player side, but I never got much out of Clerics, Sages, or Taverns, and I think the templates in Summoners are often a bit odd. I never stuck too rigidly to templates, and dealt with player dissatisfaction by modifying them or creating new lenses to add options. I don't think templates should be straitjackets, and I'm only minimally interested in "reproducing an old school feel" or whatever. I think I'm one of the chief proponents of the theory that the Swashbuckler and Scout tend to overshadow the other templates in a game that involves fighting primitive humanoids in dank dungeons. My solution is make my games about more than that: exploration and physical challenges and varied opponents (homogeneous for the Scout, mind-controllers for the Swashbuckler) force those templates to spend their earned CP on things other than "more destruction!" Of course, then the wizard starts to intrude into everyone else's niche, but I have house rules for that, too. GURPS Magic is generally problematic. Every group has its own big offenders, but Missile Shield, Reverse Missiles, Great Haste, Grease, Shape Earth, and Air-Walk all tend to come up a lot. Peter Dell'Orto has a reasonable set of advisories on his blog. I've also used Divine Favor (which is great and think is highly recommended) and RPM (which I personally hate but your mileage may vary). I like Threshold magic with generous thresholds over FP magic (and have house rules about that...) I haven't played a game with the Sorcery rules yet but I'm looking forward to them. I do use Extra Effort, pretty much as written, except I disallowed Heroic Charge. I used Heroic Charge for a while, but I feel it turns every fight into a dogfight as Swashbucklers move 7+ hexes to run behind their foes and murder them, and I didn't like that. Everything else was fine: Heroic Charge is the problem. I house rule armor. I think everyone should use my house rules. They go some of the way to limiting armor overpenetration, but honestly, half-ogre weapon masters are available out of the gate and will penetrate any armor you can imagine, so I don't know how useful of a goal that even is. I've used a couple of different systems for buying magic items. The best is random availability of useful items and the option to inexpensively transfer enchantments from one item to another (so a Puissant Battle Axe +3 can become a Puissant Longsword +3 if that's the weapon someone prefers to use). I generally make potions and one use items cheaper, and don't allow Quick and Dirty enchantments. I have some tentative houserules for repricing magic items in general, but nothing I'm ready to share. Even so, cheap Cornucopia Quivers take an element away from the game, and the divide between "cheap armor with Q&D enchantments" and "nice armor with S&S enchantments" is so vast that the nice armor almost always ends up getting sold, which is stupid. I don't use the Last Gasp or any harsh realism rules. I'd have a player revolt on my hands, and I suspect they'd slow the game down too much. Feel free to browse http://westmarchsaga.wikia.com/wiki/...Westmarch_Wiki and http://westmarchsaga.wikia.com/wiki/...est_March_Game for more house rules that may or may not be useful to you, as well as session reports and the like.
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#4 | |||||||||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I have a few comments stemming from the (very) long-running fantasy campaign that inspired GURPS Dungeon Fantasy and served as a testbed for the supplements I wrote alone or with Peter (DF 1-4, 6, 11, 14-16, and DFM 1-2).
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As my campaign's power level rose, I felt a strong need to invent the content that now appears in DF 6 and 11, and the scariest critters in DFM 1-2. I'm glad I did! If you plan to keep the power level low, though, those selfsame supplements might prove less useful or even useless to you. Personally, I'm not a fan of "pets" for adventurers and so never had any use for the stuff in DF 5 or 9. I also don't mix psi with my fantasy, despite having written DF 14. Oh, and I think DF 16 is absolutely essential if your campaign is more about roaming the world than raiding dungeons, which mine was. And DF 15 is a good idea, too, if in eschewing supernatural and summoned "pets" – as I did – you create a need for PCs to retain NPCs. Quote:
Yes, I had lots of fights with human bad guys – and yes, those favored PCs with high weapon skill and impaling weapons. But most of the fights that mattered were with horrors who had many and varied forms of Injury Tolerance, or who were ghostly, shadowy, or otherwise not material. I used a lot of undead – corporeal and incorporeal – as well as demons and magical automatons. Just as important, I threw in a lot of social and leadership situations that would be dominated by what DF calls the bard, or at least a holy warrior or knight with lots of Born War Leader and Tactics. I also presented puzzles and research challenges worthy of very capable artificers and scholars. In fact, I'm pathologically incapable of not doing that. :P Quote:
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My setting had no magical economy at all. All magic items were found and not easily sold. Quote:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 | |
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Banned
Join Date: Oct 2007
Location: Europe
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It makes no logical sense that you can pay FP to use a non-supernatural ability to run around a combat-aware being (IQ 3+ and not suffering from Stun, Combat Paralysis or the like) and shiv it in the back. I vaguely recall that D&D 3rd Edition may have had no facing rules. The tactical rule was about whether a combatant was flanked or not, and based on that I'm inferring that there was ny defined facing, rather everyone was always assumed to be facing in the most logical direction provided the being is aware that he, she or it is involved in combat. Thus if somoene were to pay FP to move real fast to run around the being, the being would naturally turn in response to that, and so it wouldn't be possible to backstab it. RPG combat is always based around units taking turns to move, whereas in real life movement is simultaneous. But it's still important to make sure that the rules don't encourage actions or combinations of actions that would have absolutely no truck in real life, and I've been in favour of assumed facing, as opposed to explicit facing, for the last many, many years. |
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#6 | |
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Join Date: Oct 2014
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#7 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Blind Fighting should allow you to ignore facing penalties for locating enemies.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#8 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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On the facing rules, I defend GURPS implementation as superior to any other game I've played.
I really don't like the radially symmetric D&D 3.X characters, where in order to get position advantages, you need to have a friend to give you "flank". In fact, unless you're playing one of the few classes with access to sneak attack, you could turn invisible, go completely unnoticed, and behind your target, and you would still do zilch. That's not acceptable to me. Real scenario, my the SO was playing a sorcerer who became invisible, and sneaked behind a NPC guard. Since the guard had no DX bonus, it's AC was unchanged by the fact that it was being attacked by invisible opponents. GURPS, however, would have resulted in the guard not being able to defend, and so even if the attack wasn't very strong, it could have been aimed to a vulnerable location for extra effect. Speaking of sneak attacks, in my games, I've changed the surprise ST on the thief, unholy warrior and assassin templates to give it's bonus if the target is denied it's active defense roll, meaning that if the character gets to place itself at the target's back at the beginning of it's turn, it gets the extra damage. It's a small boost, but it helps making "roguish characters" more viable in melee. Remember, if you run around your foe to strike at it's back, it's still a flank attack, not a rear attack. It's only if you start the turn at the target's back that you get the benefit of a rear attack. |
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#9 | |
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Banned
Join Date: Oct 2007
Location: Europe
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The proposed solutions to Heroic Charge, in this thread, always revolve around exotic advantages of some sort (even if your case proposes the use of an exotic advantage to represent sheer non-supernatural skill), whereas my thinking is that it's boosting the realism of the facing rules that'll solve the problem. Because I like the concept of Extra Effort, and I like the idea of having Charge as one of several possible EE actions. |
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#10 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Somewhere on my blog I discuss the possibility of a free facing change to allow mild repositioning against something like this. I'll look for it.
Found it.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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