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Old 09-01-2012, 08:58 AM   #1
lachimba
 
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Default Filling in the gaps in DF

Given the original 3 books were only based on the original book's templates a number of gaps have opened up with each new to late introduction in a book or Pyramid article. I wouldn't mind seeing a thread/ pyramid article to filling in the deails for such things as load outs, Wildcard skills, power ups, 'exploits' etc for all the templates introduced post each of the books.
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Old 09-01-2012, 09:26 AM   #2
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Default Re: Filling in the gaps in DF

I am kind of lost as to what gaps you are talking about?

you want power ups for the templates? thats DF 11

loadouts for gear? DF 13

wildcard skills and 'exploits' are described in DF 1. all the wildcard skills are is the name of the template and it encompasses all their core skills.
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Old 09-01-2012, 09:56 AM   #3
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Default Re: Filling in the gaps in DF

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Originally Posted by zoncxs View Post
I am kind of lost as to what gaps you are talking about?

you want power ups for the templates? thats DF 11

loadouts for gear? DF 13

wildcard skills and 'exploits' are described in DF 1. all the wildcard skills are is the name of the template and it encompasses all their core skills.
All sorts of gaps... For example every template introduced in Pyramid won't have a loadout cause they aren't 'official' DF line. Equally the templates in DF 15 for example don't as far as I know have detailed loadouts.

Not do any of the templates post DF1 that I have seen have a summary of what skills to subsume into the Wildcard skill etc...
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Old 09-01-2012, 02:54 PM   #4
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Default Re: Filling in the gaps in DF

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Originally Posted by lachimba View Post
All sorts of gaps... For example every template introduced in Pyramid won't have a loadout cause they aren't 'official' DF line. Equally the templates in DF 15 for example don't as far as I know have detailed loadouts.

Not do any of the templates post DF1 that I have seen have a summary of what skills to subsume into the Wildcard skill etc...
only 3 template were introduced, mystic knight, demolisher, and musketeer (saints are clerics and use that stuff).

Mystic knights use the same loadouts as knights (if you read the article it tells you to use the knights template as a base for picking lens to add to the mystic knight, using your noddle we can extend that to everything else too).

demolisher adds a whole mess of items to gear it with, so you pick and choose.

same with musketeer.

and again for DF 15, if you use your thought processing super power, page 5 has those answers.

(Hint: Niche Substitution)

wildcard skills is another one that has a very easy answer:

If using a template, remove the ordinary skills it covers and related skill Talent from the template, and spend the points assigned to those things on as much of the wildcard skill as they’ll buy.

so, using mystic knight as an example:

Mystic Knight! covers Fast-Draw, Shield, Crossbow, Thrown Weapon, Bow, Throwing, Sling, Axe/Mace, Broadsword, Polearm, Shortsword, Spear, Two-Handed Axe/Mace, Two-Handed Sword, Flail, Armoury, Thaumatology, Brawling, Boxing. (if its not clear thats all the primary and secondary skills)

look at that, I am going to go have a cookie now :)

Last edited by zoncxs; 09-01-2012 at 02:57 PM. Reason: super ultra power really.
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Old 09-03-2012, 10:06 AM   #5
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Default Re: Filling in the gaps in DF

Thought this might be another "what should be added to DF-line" thread.
Where are Pirates/Mariners? Where is the book Town/Wilderness/City/Kingdom? How about Islands? Can you do Mazes & Minotaurs with DF?

Because the magazine articles are unofficial, they are unlikely to get expansion unless there is an enormous clamoring for additional info.
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Old 09-03-2012, 01:45 PM   #6
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Default Re: Filling in the gaps in DF

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Originally Posted by fschiff View Post
Thought this might be another "what should be added to DF-line" thread.
Where are Pirates/Mariners? Where is the book Town/Wilderness/City/Kingdom? How about Islands? Can you do Mazes & Minotaurs with DF?

Because the magazine articles are unofficial, they are unlikely to get expansion unless there is an enormous clamoring for additional info.
pirates? = swashbuckler

don't need a Town/Wilderness/City/Kingdom since it is generic, you can use what ever Town/Wilderness/City/Kingdom you want to use. in other words: there is no world setting that the DF line takes place in.

same with islands.

they have a racial template for minotaurs, just take your pick of mazes you can find on the web.
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Old 09-03-2012, 02:44 PM   #7
Peter V. Dell'Orto
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Default Re: Filling in the gaps in DF

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Originally Posted by fschiff View Post
Because the magazine articles are unofficial, they are unlikely to get expansion unless there is an enormous clamoring for additional info.
They're as official or unofficial as anything else, I'd expect. This isn't RPGA tournament D&D here . . . I feel pretty confident saying that they are owned by SJG, and can be expanded on or not as authors and line editor see fit.
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Old 09-03-2012, 03:22 PM   #8
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Default Re: Filling in the gaps in DF

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Originally Posted by fschiff View Post
Thought this might be another "what should be added to DF-line" thread.
Where are Pirates/Mariners? Where is the book Town/Wilderness/City/Kingdom? How about Islands? Can you do Mazes & Minotaurs with DF?.
Pirates/Mariners: beyond the scope of DF. There should be a 2-3 PDF worked example line for pirates instead, for playing Pirates of the Carribean or Mutiny on the Bounty games. Given Evil Stevie's love of pirates, this would be a natural.
Town/Wilderness/nonesuch: If I were able to direct freelancers at will and control the schedule, here is what I'd do for DF, given its 3-4 PDF/year output:

December 2012: DFM 2; emphasis on the classics with some (10-15) totally new ones. It helps a GM making an adventure if he can just say that the group meets three barghests in a cave without having to worry about what their stats are. It also makes writing such an adventure for something like Pyramid easier.
April 2013: DF 16: Fiendish Foes. It would be a collection of templates for mooks, without points but with gear, templates for big bosses, like evil necromancers or thieves' guild masters, and a Mailanka-style set of lenses to modify these. Want an orc horde? Slap the orc template from DF 3 on some of the mook templates, and find a big boss template for the leader and tweak it a bit. This would be the spot to discuss having Enemies in DF, if this is desired.
August 2014: DF 17: Treacherous Traps. There would be a page for each general type of trap (pit traps, bricks from ceiling, needle on the lock, and so on) with their basic game stats and ways to tweak them and scale them. There would be some generic curses, again about a page, for examples, and about a page each of poisons to go on the needles on those locks and fantasy diseases. There would be power-ups for characters relating to trap-finding, including spells.
December 2014: DFM 3. Again, about half classics; you can double-up on some of these, like having two kinds of dragons or two kinds of giants. Another goal would be to have many types represented. If a GM wants to make a new slime or plant monster, it helps to have a few examples for their trait lists. Copy-and-paste is a GM's friend.
March 2015: DF 18: Dungeon Survival. This would expand on the two pages or dungeons in DF 2, and try to give a trap and a monster for each kind listed. It would also have dungeon terrains in a D&D4-style systematic way of classifying them so folks can add them fast, and likely take some elements from Bill Stoddard's upcoming GURPS Underground Adventures. Plus a section of dungeon-specific power-ups for the players.
June 2015: DF 19: Wilderness Survival. A section on using the wilderness as a dungeon and a section on non-dungeon-style adventures in the wilderness, and a breakdown of biomes by Survival type (but combining the water-based types into a section). Again, some hazards (monsters, traps, terrain) for each one, and maybe a 2-4 page weather system. An expansion on rules for using the wilderness "through where we go to get to the dungeon." And power-ups for the players.
September 2015: DF 20: Urban Survival. This will start to sound familiar. A section on using the town as a dungeon and a section on non-dungeon-style adventures in town, and a stripped down part of City Stats. Some generic BPC types for town like how DF 10 has them, and some trap-like hazards like crowds. An expansion on rules for using the town "where we buy and sell stuff." And power-ups for the players.
December 2015: DFA 2. Hey, there was a 1, so there must be a 2, right? I can't see putting out another adventure until at least this time, almost 4 years from the release of DFA 1; there's loads of work. Like DFA 1, there should be plenty of bits to steal. It would be able to build on the products released since DFA 2 and show them off a bit, if it can.
April 2016: DFM 4. I can even see doing these as a yearly release. This would be more like the original, since the classics will have been mostly covered, but I'd still want the variety of types.
August 2016: DF 21: Random Dungeons. Gary Gygax's article from The Strategic Review issue 1 for DF. You need to have lots of monsters and traps and other things worked out in other supplements so this can point to them, so this becomes sort of a capstone product for the line. Well, and I have trouble thinking of more besides planar adventures, and those dilute the dungeon focus.
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Old 12-19-2012, 11:54 AM   #9
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Default Re: Filling in the gaps in DF

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Originally Posted by fschiff View Post
Where are Pirates/Mariners?
Who would want to play as a DF pirate when there are already DF ninjas around that would slaughter them?
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Old 12-19-2012, 12:24 PM   #10
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Default Re: Filling in the gaps in DF

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Where are Pirates/Mariners?
DF is largely confined to dungeons, logically enough. This means that some adventurer types are not needed - Pirates is one of them (rarely do dungeons include seas). Equestrians are another.
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