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#1 |
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Banned
Join Date: Feb 2010
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I can't help but notice that it seems a rather elegant fit.
Both GURPS and Dwarf Fortress have a number of things in common; an emphasis on detail and appeal to simulationists, lethal combat, scenarios where seemingly mundane skills (e.g. Weaving) could conceivably make a big difference. So basically, I have two questions:
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#2 |
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Join Date: Dec 2010
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How would you model Dorfs reliance on alcohol? They don't need to it survive but they are unhappy if they don't get it. When drinking they work faster and it doesn't seem to interfere with their jobs.
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#3 |
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Join Date: Feb 2008
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Bad Temper (Mitigator-Alchohol).
Then take the same principles behind Dionysian magic from GURPS Fantasy and add it as modifiers to advantages that contribute to a productive work environment. |
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#4 |
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Join Date: May 2010
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When I first started playing GURPS, I thought [DF] standed for Dwarf Fortress...
By the way, I'm playing a Dwarf Fortress campaign right now with a few friends, separate with the regular campaign I play with my group. It's easy to adapt because all of the monsters have listed weights. For example, we can find that a dragon has around ST 76, and an Kobold has ST 7-8. I use the following template for dwarves. I use the Mitigator option: Dwarf (20 points): Attributes: HT 11 [10]. Secondary Characteristics: FP 12 [3]; Move 4 [-5]. Advantages: Damage Resistance 1 (tough skin, -40%) [3]; Lifting ST 12 [6]; Night Vision 5 [5]; Pickaxe Penchant 1 [5]. Perks: Alcohol Tolerance [1]; Dwarven Gear [1]. Disadvantages: Bad Temper (12) (mitigator: alcohol, -60%) [-4]; Stubbornness [-5]. Note that this doesn't account for the massive amounts of Dwarven stupidity, and their love of magma/death traps. I also made a Mining skill. It works just like Lifting, but for mining. Last edited by Kuu; 01-14-2011 at 03:55 AM. |
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#5 |
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Join Date: Sep 2007
Location: Waterford, MI
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I've used maps generated in Dwarf Fortress to generate hex maps for campaigns, but so far haven't used them.
-Joshua |
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#6 | |
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Join Date: Jul 2005
Location: Germany, Leonberg
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Quote:
In short: Yes, I would be interested in such a pdf. I would certainly download and read it. :) |
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#7 | ||
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Join Date: Jul 2005
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Kuu, I think perhaps your template needs an optional lens called "Cave Adaptation" that accounts for dorfs who get physically, violently (hilariously) sick when they venture into the sunlight.
For simulation-verisimilitude, I might suggest some combination of Numb and a really low Perception score to represent the fact that they just don't care that they're on fire, and they believe they'll go have a beer straight from the tap.... Quote:
Fun. Loads and loads of fun. Quote:
__________________
TWK "When the human race is clocked on the stopwatch of history, it's a new record every time." |
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#8 |
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Join Date: Apr 2007
Location: Oregon
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Here is a sample game of how I did it. my players didnt know they were playing gurps and there were very few hints.
http://www.bay12forums.com/smf/index.php?topic=58546.0 It is very easy to Gm (creatively and prep time-wise) because the players are in charge and you react to them |
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#9 |
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Join Date: Dec 2010
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Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?
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#10 | |
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Join Date: Jul 2005
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Quote:
__________________
James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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| conversion, fantasy |
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