|
|
|
#2 |
|
Join Date: Sep 2010
Location: Mannheim, Baden
|
Gotta second that whole post, though for me it would be Druids first, Knights second. All the others have some nifty extra options already while Druids are severely underpowered and Knights are just a bit on the boring side. DF 11: Power-Ups helps, but again the Knight power-ups are powerful, but boring and feel mechanically un-GURPSy. The Reincarnation power-up for Druids is pretty unique and interesting, but it's something you'd rather not use if you can avoid it. And having a resurrection cleric in your party makes it an even more dubious investment.
Also when I first heard denizens I thought of races first and I would certainly buy a DF-specific book for dwarves, elves etc in a heart-beat. Yes, it impinges a bit on the very promising Fantasy Folk line and while that can be mined for interesting bits for DF, its focus is really somewhere else. Maybe these books could feature multiple races like The Usual Suspects (Humans, Elves, Dwarves, Gnomes, Halflings (those especially are suspect in DF with the Halfling Mob), Goblin-Kin (Goblins, Hobgoblins, Bugbears, Orcs), Extra-Large (Ogres, Minotaurs, Stranglers), Fey and Half-Spirits.
__________________
My GURPS and mapmaking blog: The Blind Mapmaker |
|
|
|
| Tags |
| denizens, dungeon fantasy |
|
|