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Old 09-04-2016, 05:40 AM   #1
philreed
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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Originally Posted by Kuroshima View Post
Phil, will additional sheets of cardboard heroes be available as either addons or after the project ends, through w23? Once I see the prototypes and get a list of the tokens, I will probably want a second set...
There are no plans for extra sheets at this time.
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Old 09-04-2016, 06:58 AM   #2
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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There are no plans for extra sheets at this time.
Oh well...

Also, I'm not talking about different sheets, I'm talking about extra copies so you have a way to get a new "cardboard hero 4" when your copy gets an acid bath (also known as when the coke glass tips)
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Old 09-16-2016, 03:09 PM   #3
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One more day!

One more day till it is funded
And we'll see what is in store
May it be a new beginning
So that GURPS will thrive once more!

Will the next one be some Action
Monster Hunters would be cool
Maybe post-Apocalyptic
Or with spaceships: blasters rule!


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Old 09-24-2016, 07:32 PM   #4
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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Originally Posted by Steven Marsh View Post
A post has appeared on EN World revealing a huge project we've been working on.
It might help to make another announcement on ENWorld. Not only is it one week left, but ENWorld was down for a bit earlier this week, so the reference to the original is lost, and there needs to be a link to the Kickstarter on such a well-traveled site.
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Old 09-24-2016, 10:27 PM   #5
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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Traps has the lead.
Wow? Really?

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Originally Posted by Nymdok View Post
For the begining GM a traps (and maybe puzzles?) book might be even better still. Populating a Dungeon with monsters is great, but the traps are a good change up from straight up combat in every room.

But it would have to be something TRULY remarkable to be worthy of a book on its own. Basic worked examples of the type and complexity of DF2 are gonna be great for starting GMs. If its gonna be its own book though its gonna need Grimtooth levels of intricacy, but perhaps with just a bit less humor and more pragmatisim. The kinds of traps you can center and design a whole room around.
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With that said, I'm expecting and looking forward to a book that doesn't merely cover pits and collapsing ceilings, but one that covers the many hazards in a dungeon. Acid pools, unstable tunnels, and the like. It doesn't need to be intelligently designed to be a trap in dungeon terms, after all.
Each trap entry is about 250 words from my "It's a Trap!" article - give or take. 24 page PDF minus cover, about the author/intro, and index is about 16,000 words. That's around 65 trap entries. And it wouldn't be that hard to slip in puzzles, magic traps, environment traps, riddles, and any other non-monster, non-climate/terrain obstacle. If I were writing such a thing anyways. :-)


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Needless to say, I'll disagree with the rest of what you wrote (I learned to run an adventure in my first session out of one of the two adventures in the DM's book in the Forgotten Realms boxed set, and never needed another example—and this was typical of my friends in the 1980s), but I'll agree with this. I harped on traps until Ghostdancer's article since as a crunchy bit, they're tricky. Until that article, there weren't many GURPS examples, and the D&D examples were a little lacking.

Frankly, 24 pages is enough to cover all the common types, and give illustrated examples. Something like Ghostdancer's Pyramid article coupled with Courteney Campbell's Tricks PDF.
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I voted for traps because I have all the Treasures content for DF, all three Magic Items books, oodles of books for D20 systems, and I've played so many fantasy RPGs and bash-em-ups and lord only knows what. I have loot hanging around all over the house and littering my brain.

Christopher's traps article is the biggest bit of content on traps in GURPS ever, as far as I know. As far as D20 sources, there's some in the DMGs, but I only have 1 dedicated D20-oid book of traps, from a 3rd party publisher for 3e. I also have the Grimtooths Traps omnibus door-stopper, but that's more of a very heavy joke than practical. I treasure it, but more for terrorizing people than for use.

Traps is a big hole in my arsenal.

I have adventures and I make them up fine too, not really worrying about that. So traps it was.
Thanks guys. :0 I have the warm fuzzies now.
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Old 09-24-2016, 10:45 PM   #6
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Over 140k now including latest released data from W23
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Old 09-25-2016, 01:54 AM   #7
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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Originally Posted by Rasputin View Post
It might help to make another announcement on ENWorld. Not only is it one week left, but ENWorld was down for a bit earlier this week, so the reference to the original is lost, and there needs to be a link to the Kickstarter on such a well-traveled site.
There's a couple of us who've started a new thread but it would benefit from more posters so it doesn't look too much like a news feed :-)
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Old 09-25-2016, 06:48 AM   #8
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

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For the begining GM a traps (and maybe puzzles?) book might be even better still.
I agree that including some kind of puzzles there would be nice, and they can be part of the very traps.
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Old 09-25-2016, 07:40 AM   #9
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Default Re: Dungeon Fantasy Roleplaying Game Discussion Thread

DF2 (and DFM2:Icky Goo, really) refer to really passive monsters as being essentially traps. In my opinion hazardous flora that isn't any more active than a poison ivy bush, or a dungeon room with low oxygen content or a methane leak are also "traps".

There's literal traps, IE hazards placed by sentient creatures in order to hinder or catch (or kill) other creatures. But as far as game-flow goes, traps are anything that has delvers dealing with an environmental hazard that doesn't come to get them, and doesn't chase them. It allows players to be pro-active (if they detect it) and it teaches players that flight from an encounter (with a trap) is a viable tactic, which hopefully they'll try in other situations.

An abandoned treetop dungeon with weak, rotting floorboards will have delvers probing the floor with a 10-foot pole just like a buried dungeon with dart-firing pressure plates, and both dungeons mean that PCs will be reluctant to flee wildly from monsters because of the dangerous ground. Which is in contrast with above, but it's all in the application.
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