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Old 01-02-2024, 06:24 PM   #1
Balor Patch
 
Join Date: Apr 2013
Default Re: Tone whip-lash

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Originally Posted by David Johansen View Post
Wait, is there a Dungeon Fantasy procedurally generated dungeon product I'm missing? And if not why not? And what would it look like? How would it work?

Colour me intrigued.

I think a deck of cards would probably be a little too limited. The capacity to generate some internal plot loops would be interesting. A series of tables that reference to other tables would probably work and fill out a book well. A set of map tiles with a key booklet with monster stats might also work. My Warhammer Quest experience says fixed size squares work better because you never get weird overlaps. I think custom dice are probably too costly and limited in information density. A set of d20's with monster type, room shape, treasure, and trap icons might have value outside the Dungeon Fantasy market.
The GURPS DF / DFRPG Random Dungeon Generator thread at https://forums.sjgames.com/showthread.php?t=158217 includes links to a dungeon generator.
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Old 01-02-2024, 07:29 PM   #2
David Johansen
 
Join Date: Dec 2005
Default Re: Tone whip-lash

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Originally Posted by Balor Patch View Post
The GURPS DF / DFRPG Random Dungeon Generator thread at https://forums.sjgames.com/showthread.php?t=158217 includes links to a dungeon generator.
Ah but is it a GURPS dungeon generator with GURPS stats for things? I'm asking for a friend :D
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Old 01-03-2024, 11:03 PM   #3
pawsplay
 
Join Date: Sep 2007
Default Re: Tone whip-lash

I did not glean the concept from the blurbs written for this game that it was intended to emulate a procedurally-generated dungeon game. I took it as more of a general take on hack-and-slash, tactical, mostly underground fantasy. It's an interesting choice.
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Old 01-05-2024, 08:44 PM   #4
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Tone whip-lash

For what it's worth, I like the tone of DF and DFRPG.

Also, FWIW, games of D&D that treated the nearest settlement or friendly fort like DF treats 'Town' were pretty common back in the day. Likewise games of Aftermath!, for that matter.

Then there were the early CRPGs that had friendly towns that were just (nested) menus of services and their prices.

I assumed that was the sort of game DF was emulating, albeit without the initial 'zero to would-be hero' stage most of those inherited from D&D.

I'm all for a game with Elven Clotheslines, Balanced Fine Elven Composite Bow-Harps, Dwarven Rations, and Monster Drool.
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Old 01-08-2024, 10:42 PM   #5
mburr0003
 
Join Date: Jun 2022
Default Re: Tone whip-lash

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Originally Posted by Kromm View Post
All I can say is that as someone who has played countless hours of hack 'n' slash games – both digital and tabletop – and who very definitely builds his PCs toward specific power-gaming goals when playing said games, I was smirking as and not at that style of gamer. I don't consider gaming that way a thing to be ashamed of.
Unfortunately that tone kept me from giving DF more than a cursory glance until someone pointed out DF 16 Wilderness Adventures had rules solving an issue I was digging into yet again (my ever present quest to refine travel time), and it's tone rather walked in the opposite direction of DF 1 (DF 16 feels more 'over-the-top' action cinematicy rather than munchkiny to me, which os more of my preferred genre)..

I then gave the first three books a longer look and decided they weren't 100% per munchkin nonsense and I could just add proper social rules back in... also I'd spent the last almost decade slowly becoming less and less enamored with free-form chargen... so templates no longer felt like a curse word in my mouth.
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