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Old 09-01-2013, 05:43 PM   #21
Rasputin
 
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Default Re: DF 16 ???

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Originally Posted by Kromm View Post
Well, DF 16 isn't about traps, but there are six examples – about a page and a half – of fully worked traps in there, so it's worth waiting for just to get a feel for the style (and lethality level!).
So long as it doesn't step on my proposal for a Pyramid article on DF settlement economics.
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Old 09-02-2013, 12:44 AM   #22
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Default Re: DF 16 ???

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Originally Posted by Ghostdancer View Post
I have a Pyramid article that's all about this. But it got rejected because it was too long and table-ridden. Might try submitting it again or maybe propose a book...
God, I'd love to get my hands on that article, book, whatever. Please expand it even more, glorious master of tables.

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Originally Posted by Rasputin View Post
So long as it doesn't step on my proposal for a Pyramid article on DF settlement economics.
Man, this thread is quickly becoming a teas-o-rama for me. I'm starting to wish there was an easy way to vote up article and book proposals on the forums.

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Originally Posted by Kromm View Post
Well, DF 16 isn't about traps, but there are six examples – about a page and a half – of fully worked traps in there, so it's worth waiting for just to get a feel for the style (and lethality level!).
That's also great. I've been using the old traps template and slightly expanded it, but I couldn't help feeling there was missing something - and I don't merely mean a lethality rating.
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Old 09-02-2013, 08:43 AM   #23
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Default Re: DF 16 ???

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I've been really thinking about, I wanted to expand it anyways. Maybe after the pipe line unclogs I'll send it in. I was told it was a damn nifty idea (it had random roll tables for traps, what type it was, how powerful it was, etc.).
Please, do that, and give examples of how various general trap types (pit trap, spiked needle on a lock, et cetera) work. Traps are the great unwashed crunchy bit of GURPS DF; even most of my traps on the GURPS Repository are translations from d20 or are based on those traps as chassis.
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Old 09-02-2013, 01:10 PM   #24
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Default Re: DF 16 ???

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Originally Posted by Blind Mapmaker View Post
God, I'd love to get my hands on that article, book, whatever. Please expand it even more, glorious master of tables.
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Originally Posted by Rasputin View Post
Please, do that, and give examples of how various general trap types (pit trap, spiked needle on a lock, et cetera) work. Traps are the great unwashed crunchy bit of GURPS DF; even most of my traps on the GURPS Repository are translations from d20 or are based on those traps as chassis.
I'll see what I can do. I can tell you most "typical" traps are represented in some way. The only thing I didn't really get into too much was the exotic and the magic.
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Old 09-02-2013, 02:18 PM   #25
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Default Re: DF 16 ???

Okay, I must ask you, what are Shanghai Slammers and how do you make them?

If there a drink then this is definitely extra on topic, as Innkeepers are a valid template and Kromm is a famed mixologist
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Old 09-02-2013, 05:12 PM   #26
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Default Re: DF 16 ???

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Okay, I must ask you, what are Shanghai Slammers and how do you make them?

If there a drink then this is definitely extra on topic, as Innkeepers are a valid template and Kromm is a famed mixologist
Take a regular Shanghai and add anything with 190-Proof or higher (I use corn liquor my uncle distills, he adds some honey from his apiary so its mighty tasty, but I've used Everclear and Pisco before). You pour it in last, don't mix it in, and slam it. :-)

One of my more crazy friends lights his on fire and then slams it.

I don't make mixed drinks on my own, because quite simply I can't afford it. But I usually end up playing the role of bartender at friend's parties or when someone I know pops over with bags of groceries and alcohol and the pity eyes saying "Christopher please make us your Sangria."

I'm no where near as accomplished as Kromm nor do I have his repertoire, but I learned how to mix drinks while bouncing at a bar and I like it. It's something I've kept a thumb in, if only theory and not practice. Lately, I've been revising recipes to make them as diabetic friendly as possible (as much as a mixed drink can be).
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Old 09-02-2013, 05:24 PM   #27
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Default Re: DF 16 ???

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Originally Posted by Ghostdancer View Post
It's something I've kept a thumb in
^how the pros stir

I feel like DF16, at that length, must cover a big topic, like "wilderness" or "the ocean" or a general topic like "outside (ie both and then some)" or "cities." It could also deal with a fiddly topic like "economics," but in this case I doubt it, since Kromm's LJ mentioned it, and then he completed it very quickly, not to mention, it isn't very DF to wonder about that sort of thing. It could handle a comprehensive topic, like "alternate templates" or "enchantment and item design," but again, a little too brainy for DF. A Bestiary seems ruled out by the DF16 designation, rather than a DFM2.

It needs to be a thing worth having 58 pages about, but it needs to be simple enough to fit DF. I'll stick with some sort of environmental supplement, for my guess.
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Old 09-02-2013, 08:52 PM   #28
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Default Re: DF 16 ???

I'm throwing my hat and my hopes in the Dungeon Fantasy: Wilderness Adventures camp.
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Old 09-02-2013, 09:34 PM   #29
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Default Re: DF 16 ???

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Originally Posted by Dammann View Post
I feel like DF16, at that length, must cover a big topic, like "wilderness" or "the ocean" or a general topic like "outside (ie both and then some)" or "cities."
Let's run down the options:

* Wilderness: A classic fantasy RPG topic not yet covered, it could easily fill 58 pages. It would need traps; we know there are six. (I also have a reason for thinking it handles wilderness adventures that I don't think I can divulge.)
* Urban: This could also fill 58 pages. This could also include traps, though they're not as common in urban environments. Oddly enough, there aren't as many classic RPG supplements about urban adventures specifically, more about things therein (like the Flying Buffalo Citybook supplements).
* Pirates/High Seas: I don't think this is going to fill 58 pages. If you're going to do this, it should be a short supplement, like Ninjas or Sages; if the past is any guide, it won't sell well, and the length pushes up the price point. There isn't much use for traps. However, there have been a lot of rules for this going back to the beginning of FRPGs; Underworld & Wilderness adventures had a few pages about these adventures.
* Planes: I haven't seen this mentioned, but this is another area that has past history of fantasy RPGs and could fill 58 pages, though, like urban adventures, it doesn't have a high need of traps. I'm not a big fan myself, mostly since I seldom get D&D characters at a level where I'm visiting the planes other than for one-offs.
* Dungeon Builders Guidebook: Mentioned upthread, it does need traps. I'm not sure about 58 pages unless it has a random dungeon generation system; but then, why doesn't it have one for traps? It does, however, fit with Kromm's statement that it will more firmly establish style and capabilities more firmly than DF 2.

Based on all this, it's some sort of adventure generation supplement, the DMG of Dungeon Fantasy. It has traps, which are made by GMs for players, and establishes style and capabilities. I doubt it's just for the dungeon, since it fills 58 pages and there's already DF 2: Dungeons and Underground Adventures, but traps are mostly a dungeon crunchy bit, so I don't think it skips the dungeon at all. Sort of a cross between my wish for Wilderness Adventures @10 and Blind Mapmaker's wish for a Dungeon Builder's Guidebook @4.
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Old 09-02-2013, 10:44 PM   #30
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Default Re: DF 16 ???

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I am pretty sure the this book will be DF 16 Elf-types which will cover the templates of different types of elves such as meadow elves, glade elves and grove elves.
Ooo, I hope copse elves and wold elves make it in.
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