Quote:
Originally Posted by Mailanka
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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Exactly. Now, I personally feel that the silliness is only partially related to the specificity, and that it can be easily be ignored for slightly more serious campaigns. DF can walk this thin edge, and be appropriate for both camps (and it has done so very well so far).