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#1 |
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Join Date: Nov 2006
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One thing I would really like to see is a tutorial adventure. I have not role played in many years so something like this would be good to get me back in the swing of things. Some things I would like would be encounters with people in towns along with many suggestions and reminders about the skills and abilites that would useful. Then I would like to have some outdoor encounter with reminders and suggestions as well. Once in the dungeon, I would like to have many situations where there are things that are not necessarily combat oriented but help to develope proficiency in the rules. When fighting monsters, I would like to have some suggestions as to which powers they will probably use, especially if they are loaded with powers.
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#2 |
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Join Date: Jun 2006
Location: Spain —Europe
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Some people here agrees with this. It could be a work done by the forum people, or an official e23 SJG product. Or even (why not?) a Pyramid article.
I want to see some DF material in the Pyramid magazine.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#3 |
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Join Date: Nov 2006
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I think it could be very useful. I mean it could have sort of a checklist of things for the DM to follow. For instance, players come to a door in a dungeon, it would list whether the door was locked and if it is then it would list how difficult the lock would be to pick ( penalties or bonuses to lockpicking skill or even that the door is wizard locked and at what skill level) It would also list the door DR and hit points.
Then as the door is being opened, it would explain what to roll for the monster inside, say perception roll. If the monster is aware then give suggestions as to what the monster will do to prepare. Maybe he would summon other monsters or he would prepare some defensive spells. It could then go over combat with the monster If the monster is defeated, it could go over all of the search rolls, lockpicking and trap detection for the treasure. There should also be some areas of the dungeon here character have to use skillls, like swimming across a river, walking on a narrow ledge ect. It would have reminders such as swiiming roll penalties for wearing armor, look on page X for details. Finally I would like to see suggestions for how to play monsters that are very powerful such as mindwarpers and demons. These creatures are loaded with abilities and it is sometimes difficult to decide what they would do first, would they cast a darkness spell ot become invisable? Would they create illusions when the party opens the door? Or would they stand there are blast the party? When combat goes against them, would they teleport away or would they summon other monsters to help them? It would be nice to have sort of an idea as to what these creatures would do. |
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#4 | ||||||
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Join Date: Jun 2006
Location: Spain —Europe
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Hm, you are making here some questions for delineating a basic dungeon encounter.
Thinking about this, I can imagine Pyramid short articles called "Dungeon encounter of the week", featuring the needed crunchy points for grabbing such encounter and inserting it in any "dungeon" with little modifications. Quote:
First of all, regarding doors, locks and lockpicking: covered under Picking Locks, in DF 2 page 8. See also Lockpicking skill in Basic Set Characters, p. 206. Quote:
Quote:
Quote:
DF 2, page 9: Monsters. DF 2, page 12: After the Battle. DF 2, page 13: Loot. Quote:
Swimming: DF 2, page 8 (water hazards). See also Swimming skill in Basic Set Characters p. 224. Check Basic Set Campaigns p. 354 ("Swimming"), too. Regarding Narrow Ledge walking: DF 2, page 7 (Dungeon Parkour: Balancing). Quote:
See also Basic Set Campaigns: Playing the Adversary, p. 493.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#5 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#6 |
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Join Date: Jun 2006
Location: Spain —Europe
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Please go ahead, Turhan!
It is probable Monsters and Treasures are going to be approximately DF 5 and DF 6.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#7 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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There will eventually be supplements on monsters, traps, and treasures. But DF is essentially a hero-centric subgenre, so it's vital that we get the basic professions, advanced professions, gear, and skill-use rules down before we start trying to parametrize lots and lots of challenges for the professionals' gear and skills. ;)
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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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#8 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Quote:
-P.
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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#9 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Quote:
(Of course, I'd like to see Matt's next GURPS Accelerator article more than DF stuff in Pyramid.) Incidentally, a GURPS Dungeon Fantasy Monsters PDF would not only do well to have monsters, but have basic templates for them, giving the GM a way to say that kobold 1 is a non-combatant (no template), kobold 2 is a guard and kobold 3 is a veteran soldier. An experienced GURPS GM knows much of this anyways, but this speeds it up. |
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#10 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I don't think DF: Monsters will necessarily contain Kobolds and such, though, since they're not really "monsters" -- they're intelligent foes with their own "classes" and such. They'd fit better in a book featuring pregenerated NPCs to act as allies or enemies, I'd say. DF: Monsters will probably be more like giant spiders, hostile ooze beasts, and such... y'know, monsters.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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