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#11 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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From what you initially posted, it appears that this will have a narrow focus for a campaign of limited duration, perhaps?
If you'd like to make references to some deeper lore for your players, though, maybe have them find an ingot of orichalcum marked as originating in Atlantis? I gave that some useful magical properties in my Facets campaign -- basically, it enhances enchantments and when used to create a shape of a Platonic Solid with bound, equally-powerful powerstones on the points, all the powerstones count as one (and recharge as such). You also said you wanted an Eastern European focus, which takes you sorta far from Atlantis, but if you put an old trading post at some version of Constanța for your setting, then you might easily justify it as taken in some Thracian raid and then stolen by some monster and lost in a dungeon, somewhere. Throw in a group sponsored by some horribly powerful evil meddler (Baba Yaga or someone) who is after the same valuable ingot, and the dungeon-crawl the players expected has the potential to go unexpectedly sideways as someone shows up to steal the loot from them. :) I know the views of the history, legends and mythology of that region differ from Western European perspectives of them, and they're considerably darker than even the original Grimm's Fairy Tales. The foundation of The Witcher stories in that cultural milieu is what takes them so far into fantasy-horror, as I understand it. There have been a couple of good fan efforts to convert creatures in The Witcher to GURPS, so maybe look for those. Toss in some references to a beneficent serpent fertility deity that kinda-sorta resembles the Glykon, too, as a source of clerical healing and helpful potions, maybe? Quote:
For instance, a mage with a properly-prepared staff (it has the "Staff" enchantment) can use "Shocking Touch" to hit every other second for an additional dice of electrical damage, in addition to the crushing damage done by the staff -- which is also an excellent defensive weapon. Moreover, since the staff has a reach of two hexes, the mage can stand behind some fighter-tank and thump people from the second rank, and the "Shocking Touch" extends down the length of the weapon. Give said mage a few seconds to prepare, and his first strike with the staff does an extra 3d6 or so, which ignores metal armor, plus the crushing damage, and leaves him in good shape defensively for whomever tries to step in over the collapsed body of the guy he just one-punched, because the target focused his defenses on the much more dangerous-looking fighter. :) GURPS magic can be devastating, but you have to think about how best to use it, given the particular circumstances and the spells available.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 11-25-2024 at 10:48 AM. |
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#12 | ||
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Join Date: Nov 2024
Location: Northern Midwest, North America
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#13 | |
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Join Date: Nov 2024
Location: Northern Midwest, North America
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The Witcher would be good, however I am aiming for a different feel to the game compared to The Witcher. Along with this, I don't think I will have items like healing potions, clerical abilities like prayer to gods/a god, and most likely have players start out with mundane backgrounds. Think DCC's backgrounds and backstories for peasant characters. |
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#14 |
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Join Date: Jun 2005
Location: Lawrence, KS
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If you want a sample, I still have the campaign notes from Jesus Magus, my campaign set in an alternate Roman Empire where Jesus was not the founder of a religion but a famous thaumaturge, and where Rome was in trouble because it had lost the favor of its gods through its devotion to mystery cults, sorcery, and philosophy. I came up with a variety of adventures for the player characters. Private message me with an e-mail and I'll send them.
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Bill Stoddard I don't think we're in Oz any more. |
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#15 | |
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Join Date: Jun 2013
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For something like that, I suspect the PC's shouldn't really have access to magic, outside of the occasional magic item (enchanted arms and armor, perhaps some utility wondrous objects, and maybe disposable scrolls for personal spellcasting), with that mostly being something rare NPC's have access to.
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GURPS Overhaul |
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#16 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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I'd give a witcher a "fantasy special-ops" build of at least 400 points, and that's a lot to handle for players unfamiliar with the system. However, the fan-authored write-ups of the creatures from the setting could help you get up to speed more quickly, since it includes some monsters that don't really appear in most Western European stories and would help you create the right vibe for your campaign without having to re-invent a bunch of wheels.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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#17 | |
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Join Date: Nov 2024
Location: Northern Midwest, North America
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#18 | |
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Join Date: Nov 2024
Location: Northern Midwest, North America
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#19 | |
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Join Date: May 2007
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#20 | |
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Join Date: Aug 2004
Location: Denver, Colorado
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This is widely considered the best write-up: https://gurps.fandom.com/wiki/GURPS_The_Witcher Looks like the OneDrive links still work.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 11-25-2024 at 11:33 AM. |
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