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#1 |
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Join Date: Feb 2005
Location: Sunny Saskatoon
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I have GURPS and played it a long time, but have drifted away from the RPG world, but picked up DFRPG and wandered over to Warehouse 23 and saw a metric tonne of supplements, all predating the boxed set, so... which ones are compatible with DFRPG and which ones are not?
TLDR? Which supplements from Warehouse 23 can I use? |
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#2 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
The DFRPG is a stand-alone game which makes minor tweaks from orthodox GURPS, so everything more or less works but you'll need to make slight adjustments here and there. The DFRPG also already incorporates a lot of material from the GURPS Dungeon Fantasy series, so a lot of those books overlap what you'll already have in the DFRPG. Here, though, is a useful guide to which GURPS Dungeon Fantasy books provide new material relative to the DFRPG and which ones don't.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#3 |
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Join Date: Sep 2004
Location: Sacramento, CA
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There have been four issues of Pyramid specifically themed to the Dungeon Fantasy boxed set version of the rules: 98, 104, 106, 108. These should all be entirely compatible by default.
In addition the Pyramid: Dungeon Fantasy Collected is pretty cool and has a lot of various material which, even though it predates the boxed set, should be easily usable. The only issues you might have with the later and the other various "Dungeon Fantasy ##" pdfs is that because they were written before the boxed set they assume GURPS supplements rather than the boxed set. For example, there might be some spells that are not in DF but are rather in GURPS: Magic instead. But with a little squinting at times they're almost all usable to some degree.
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--Aaron the Akfu |
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#4 |
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Join Date: Feb 2005
Location: Sunny Saskatoon
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Thanks!
I picked up a couple of PDFs, (Taverns and the Adventure). That URL you gave me was a lot of help! |
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#5 |
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Join Date: Aug 2004
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What they said, above.
I'll add the reassurance that core stuff is truly identical for DFRPG and GURPS. That is, you won't find DFRPG introducing a new method for resolving combat attacks, or rebuilding the magic system, or reworking the costs of key character traits. You can dip into GURPS willy-nilly to spice up your DFRP with skill techniques, new powers, or combat options. Or – should you want – rapid-fire electromag gauss rifles. It'll all fit together just fine. The "difference" of DFRPG is mainly just leaving out a lot of GURPS stuff, for reasons of genre or simplicity. Without making changes that would prevent you from bringing that GURPS stuff right back in. Actual differences truly are small stuff: details of some spells that need tweaking for the genre, suggested handling of some niche tasks for genre reasons, etc. Stuff that's simple to reconcile.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#6 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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There is a blog going through the supplements and Pyramid articles, summarizing how well each works with the boxed set. Don't know the address, sorry.
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I'm a collector, not a gamer. =) |
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#7 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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