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Join Date: Nov 2011
Location: Seattle, WA
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Hi everyone,
My group just recently completed a 6 month GURPS Fallout/XCOM game, which was our first GURPS 4th Ed experience and, for most people, their first GURPS experience overall. You'll be happy to hear that everyone wants to stick with GURPS (at least when I GM) and it was received FAR better than the 4th Edition of That Other Game. I have the opportunity to squeeze two weeks of a DF game into our schedule and I have pregenerated about 7 PCs at 150 points using the DFOntheCheap.pdf from Eric's website (great article--thanks for that, Eric!). I want to give the players, all experienced roleplayers, a choice (and save some pregens for PC deaths), but nobody has played with GURPS in a low TL, magic-exists setting yet. As such, we have no experience with GURPS Magic. My questions are these: 1. For the cleric, should I use the standard magic system or try one of the Divine Favor flavors of cleric? If I use the Divine Favor version, does that make the DF: Clerics book useless? 2. For the wizard, what 20 or so spells would you choose if you were playing GURPS DF for the first time and had never played with a GURPS wizard before? The player who will likely take this PC does NOT need to be a blaster--he quite likes being subtle, sneaky, and intelligent about problems, so I'm not worried about him running into the "GURPS mages are not blasters" issue that I see discussed quite often. I want to make sure he has SOME ranged attack Missile Spells, but I also want to be sure that he gets the full flavor of GURPS Magic's versatility and adaptability. If it matters, I've collected most 4th Edition sourcebooks over the past year, so don't let unusual rules or spells from other books deter your suggestions. I'm quite intrigued by Thaumatology: Magical Styles, but don't want to get too complicated for a "back up game" of DF. (The goal is to use DF when the "main campaign" has to be paused for some reason--either the GM is sick or too many people can't make it, etc). Finally, even though it's not true to the thread title, what other advice would you have for me, running a 150 point DF game for the first time? THe reason I am using 150 points is that I wanted the PCs to face "standard" monsters at first--orcs, goblins, some zombies--and be challenged, rather than just plow through them. We played our last game with "full powered GURPS" (for the most part), including Tactical Shooting, and bits and pieces of Martial Arts (which simply wasn't quite as relevant in a shooty game). DF is very heavily Basic Set based, but I assume there are no real issues incorporating Martial Arts rules into it? Thanks!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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