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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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What those guys said, but also:
- the PCs are badasses right from the word go (I had a Knight start with Two-Handed Sword-21, Weapon Master (Greatsword), and ST 17 - nevermind the Magery 6 wizard). So expect that - it's pretty high powered, so monster will die. Embrace that - you can throw more monsters next time. - follow Mark's advice about varied non-combat challeneges even if the PCs aren't designed to tackle them. You need to scout and didn't make one - oh, this'll be extra-tough. Part of the badass thing is that sometimes the challenges aren't to your core competency. - decide ahead of time how you want to award experience. How you award XP will drive behavior - if you give extra XP for killing everything in the dungeon, expect that. If you give XP for exploration, expect that, too. - Have fun with it. DF is dungeoneering with a nod and a wink to old school silliness. If you try to run it as a dark, serious, gritty game, you're trying to ram a square peg into a round hole. It works better if you just take it a little lightly and focus on the kill monsters, take treasure, go back to town aspects. In addition, a bunch of us running or playing DF have blogs about our games - there is a link to mine in my signature, and it has links to the others (including Mark's).
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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