10-25-2013, 12:04 PM
|
#1
|
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Pyramid #3/60: Dungeon Fantasy III
Heroic bow-shots
Whitest magic, silver blades
Selflessly, we delve
— Ancient elvish haiku
Is it possible to get enough GURPS Dungeon Fantasy? Pfff . . . can a dwarf have too much gold? Can a munchkin have too much power? I think not! That's why e23 brings you Pyramid #3/60: Dungeon Fantasy III. Let's look at what's in the chest this time: - Dungeon Fantasy began as a pair of short, sweet PDFs, so we couldn't justify devoting nine pages to revamped spell lists. Since then, this whole dungeon-crawl thing seems to have caught on with GURPS players, and the clerics and druids have asked us to rein in those munchkin mages who learn half the Animal and Healing colleges on a technicality. In Wizardry Refined, Dr. Kromm sets things right at long last.
- Ever been in the mood for an old-fashioned, hack 'n' slash delve, but your players were burned out on fantasy? Maybe it's time for a High-Tech Dungeon Crawl. In this issue's Eidetic Memory, David Pulver recounts his experience sending TL8 heroes through a portal to a TL3^ dungeon. Learn how bullets and monsters mix, why the golf cart is the new mule (with stats!), and the surprising social ramifications of doing this.
- Dungeon Fantasy players quickly learn that "GM" and "evil GM" are synonyms – usually after the umpteenth instance of It's a Trap! Pick from the many prebuilt traps, use the step-by-step rules to build your own, or roll randomly on some combination of the 21 different tables and let Fate stick it to the heroes. With everything from bladeblack-poisoned shuriken launchers to death-pits covered in Fascinate runes, you've got infinite options for pain.
- Gamers looking for a "spellsword" love the mystic knight (from Pyramid #3/13: Thaumatology), who invokes the might of GURPS Power-Ups 1: Imbuements to give his attacks an edge. Now Mystic Power-Ups offers long-term support for those players in the form of dozens of character improvements, four new Imbuement Skills, and rules for "Imbuement-resonant" gear. Game Masters will appreciate the ready-to-use weapon table, rules clarifications, and suggestions for limiting Imbuements without ruining the fun. Everything mystical, all in one place!
- Ever wonder what possessed Dr. Kromm to launch Dungeon Fantasy in the first place? After letting everyone stew for almost six years, he offers In All Series-Ness to provide some insight into the madness. Those who aren't fans of Designer's Notes articles take heart! Kromm also includes an "outtake" from GURPS Dungeon Fantasy 1: Adventurers: the beastmaster.
- And the chest also contains all the usual goodies, including a Random Thought Table that turns repetition into variety, plus some extremely crunchy Odds and Ends: an unusual trap, a new wildcard skill, and a lens to turn Dungeon Fantasy 15: Henchmen templates into Imbuement-slinging warriors.
|
|
|