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#71 |
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Join Date: Oct 2007
Location: Kentucky, USA
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I would go for worked dungeons and encounters, but I don't think that a specific setting designed for DF would be a good idea. That would just constrain the creativity of both the setting and future DF books. If you have a setting, just make notes for how this or that would work if you play DF using that setting, or retrofit it with a supplement like DF: Banestorm or DF: Madlands.
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#72 | |
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Join Date: Sep 2004
Location: Southeast NC
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DF presents, as has been said earlier, a style of play. It can be applied to almost any setting with very little effort. I think the request should be presented as "GURPS needs a 'mass market' style fantasy setting" which would almost certainly have at least a text box for using it in with DF. I would imagine that it has been considered, and the concern is one of market saturation.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#73 | ||||
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Join Date: Feb 2007
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I get the impression from this thread that I'm in a minority, however!
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#74 |
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Join Date: Dec 2010
Location: Seattle
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I still say this would make a great Pyramid article or set of articles. Tools for quick and dirty DF campaign building. A setting for it. Or, perhaps less ambitiously, a locale that would provide for good DF adventures in the neighborhood (one that included a background, though one vague enough to be grafted onto other worlds -- a few such, if stitched together, might provide a good "sandbox" world).
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#75 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Note that all DF characters are expected to speak a "common" language, regardless of the character's origin. Most Templates don't even offer the option of speaking more than one language. I brought this up a while ago.
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#76 |
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Join Date: Mar 2005
Location: The deep dark haunted woods
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I've read the whole thread, and I fail to see the difficulty.
From what I understand, the Dungeon Fantasy line is not intended for long-term adventuring, but to live out the old dungeon-delving days. And for me that means back in the day, when all we had was D&D basic and we peered in curiosity at this new-fangled "Advanced" version. I have this huge-normous stack of Basic D&D adventure modules, some of them turning yellow from age, a couple with 30-year-old soda-pop stains on them. I've managed (with ridiculous ease) to just grab one, convert to GURPS 4e on the fly, and get a usable and playable result. The setting exists. The 1st edition D&D stuff is available online and to the best of my knowledge not owned by anyone. So I fail to see any difficulty.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
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#77 | |
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Join Date: Jul 2009
Location: Berlin, Germany
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My reason is this: the way I play DF is as an unabashed kill-monsters-and-take-their-stuff hack-and-slash game of old. It is used for stand-alone sessions where quickly build one-session characters try to win glory and gold in one night. I will not hand craft a complete setting for that. It is of course relatively easy to adapt most fantasy settings for DF, but even that means some prep work for the GM, and of course SJG can not publish support for (or even use as an example) e.g. Mystara. It is also possible to go without a setting altogether. My DF style is very episodic, continuity not valued, and the World Outside The Dungeon is sketchy at best. But still: sometimes the PCs will really interact (as opposed to kill, buy, sell, and pick pockets) with the world. You can of course simply ad lib it, but I would like the option not to. So I can see the benefit of a DF title which will sketch a sandbox where the GM can place his random dungeons and other stuff in. And this sandbox doesn't need to (or should) be complex, but it should offer stuff like lists of languages and gods, and one liners for basic orientation (e.g. "Barbarians come from the frozen wastes of Mumbulon from the far north.", "This area, the Flat Tail Marsh, is a frontier province of the Badger Kingdom. The present ruler is Queen Gnawtooth."). It would help GMs to run DF "out of the box" in the same way DF templates help players to create characters out of the box. And for the DF line it would act as the semi-generic example background (which is needed to a certain degree anyway, see e.g. the race descriptions in DF3) for descriptions, locations, and (hopefully) adventures. Last edited by nondescript handle; 04-01-2011 at 04:34 AM. |
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#78 | |
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Join Date: Jul 2007
Location: West Virginia
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Per Ardua Per Astra! Ancora Imparo |
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#79 |
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Join Date: Jun 2006
Location: On the road again...
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The way I see it, anyone wanting an actual DF setting only has to strafe b-dog's multitude of DF threads here in the forums. He's done good work at building a setting, IMO; someone should collect the posts and put them into a Pyramid article.
(Ya hearin' me, b-dog?)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#80 | |
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Join Date: May 2006
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And, seriously, there are literally HUNDREDS of PDFs on e23 and RPGNow that will provide the material either to help you build a setting, or to provide you with one already made. |
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| Tags |
| dungeon fantasy, worldbuilding |
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