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#21 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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So long as it doesn't step on my proposal for a Pyramid article on DF settlement economics.
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#22 | ||
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Join Date: Sep 2010
Location: Mannheim, Baden
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Quote:
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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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#23 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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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#24 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#25 |
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Join Date: Feb 2009
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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 |
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#26 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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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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#27 |
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Join Date: May 2011
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^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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#28 |
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Join Date: Aug 2008
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I'm throwing my hat and my hopes in the Dungeon Fantasy: Wilderness Adventures camp.
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#29 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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* 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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#30 |
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Join Date: Apr 2006
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