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Old 09-05-2010, 04:10 AM   #11
Mailanka
 
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
Default Re: The art of Dungeon Fantasy 13: Monsters 1

Quote:
Originally Posted by demonsbane View Post
Isn't better to let different people to think and play in different ways, putting "official" value judgments aside?
The great value of GURPS Dungeon Fantasy is its lack of genericness. We've already got a big, generic system for covering any sort of fantasy you want. Dungeon Fantasy is much more specific. Elves are so and all Knights have Born War Leader, and so on. Because the authors know exactly how Dungeon Fantasy works, they can specifically write their material with this in mind. The result is a far more detailed set-up that allows for instant action, rather than requiring extensive world-building before-hand.

Now, if you want to run Dungeon Fantasy differently, you have all the tools necessary to tear it apart and put it back together again your way. You can use Dungeon Fantasy as a spring-board for your own games. But I think the inherent specificity of Dungeon Fantasy needs to be maintained. It's what sold the series so well in the first place.
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