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#1 | ||
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Join Date: Aug 2004
Location: Austin, TX
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Quote:
I've run a mixed DF and social game before; it works fine if you tone down some of the arbitrary, video-game conventions of DF and make sure the PCs have social skills beyond Carousing and Intimidation. Quote:
If not or you don't like it, there's a bunch of potential reasons for dungeons: 1. Monsters in the wilderness reproduce via spontaneous generation and don't need food as such. They just congregate around and do violate things to resist the approach of civilization. I've used this reason a lot in my games, because it has a nice pre-modern feel to it. 2. Some hostile force or forces is attempting to intrude into reality, and dungeons are expressions of those intrusions. This can be a little video-gamey, but I've read a couple of book series that pulled this off reasonably well and it's a good explanation if you want more gamist dungeons. 3. Dungeons don't exist, but delve sites do, and there's all kinds of reasons for delves sites. Troll caves, dwarf mines lost to dragons or demons, tombs of undead traitors, spider infested caves, bogs filled with the dead of ancient battlefields, and poorly garrisoned watchtowers are classic examples from Tolkein and give a fair range of sites. So your players don't explore "Bandit Dungeon B14", they explore "Dragonhead hill, looking for the bandit camp" and you have a bunch of outdoor encounters with traps, cursed areas, wild animals, and bandit guards. My previous social/DF game had delve sites, which were usually abandoned or forsaken fortresses and tombs. In one notable case, they had to delve a toxic waste dump of a faerie library in which the preservation spells had reached critical mass and pulled the entire thing beyond time and space. That's not the kind of delve site that can appear every week, but once in a two year campaign? Worked perfectly and was quite memorable.
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Our DF games had a fair degree of social interaction, because there weren't many dungeons: we spent most of our time clearing wilderness and setting up a realm (the GM was using the Pathfinder: Kingmaker Adventure Path). The wizard had the social skills, but the IQ 10 knight wasn't stupid, and sometimes said the right thing while the wizard was still considering options.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 07-26-2024 at 01:44 PM. Reason: Missing ) |
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#3 |
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Join Date: Aug 2005
Location: Portland, Oregon
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Have truces. Time to bargain over ransom, talk shop, etc.
One emir told an emissary from a Christian kingdom: "Your ships are our horses, are horses are your ships." That's miltaristic shop talk and very intelligent too. Have a reason why you are fighting in a dungeon (the tactical situation of fighting underground is in fact fascinating; as long as you have a social context). Don't make the characters outlaws in their own hometown (Vikings are respectable folk when they return from plundering). Give the PC's home connections.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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| Tags |
| dfrpg, dungeon fantasy, fantasy genre, noršlond |
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