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#11 |
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Join Date: Nov 2006
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Well, I won't go so far as to say that if you are interested in Medieval Fantasy to just stick with D&D. It was not a lack of interest in the genre that made me switch to GURPS. I still love the genre, it is just that GURPS (I think) has a better rule set. With GURPS, I can get a great rule set and apply it to my favorite genre.
There are lots of people who are still interested in Medieval Fantasy, but don't really care for the D&D rule set. Fairly regularly we have people pop in here on the boards looking for exactly that same kind of thing. They want to "covert" GURPS to D&D, and by that most of the mean - How do I play a GURPS game about the traditional subject matter of D&D? These new PDFs really help out with that. It lets someone cut to the chase if that genre is what they are looking for. It is true that the templates given for the heroes start at 250 points. I'd like to see 50, 100, 150, and 200 point templates of each of the templates, but that is easy enough to do since it would be subtracting from the existing rather than adding to. For me there is still a certain amount of nostalgia associated with D&D, and at one time I thought about running a AD&D game for old times sake, but couldn’t really bring myself to do it. Instead, I though I needed to create a guide for your traditional dungeoneering fantasy game to run in GURPS, but that never got off the ground because of time constraints. With these .pdfs, I really feel like I could give them to my players (well not the GM part, obviously) and have them make characters, and pull one of my favorite AD&D modules off the shelf and be up and running in a very short amount of time. The best of both worlds.
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
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#12 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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So, considering the player styles in our group, my suspicion is that GURPS might be a better ruleset than D&D for running a dungeon crawl with a roleplaying aspect to it. -P.
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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#13 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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It sounds like your real criticism is "I don't run dungeon fantasy games." If you're not into the subgenre, it's probable that you won't find much use for a game aid-cum-genre guide intended for it. Even so, you might find DF: Dungeons of value, since it includes a lot of simplifications of athletic feats, shopping for gear, traps, travel, and hundreds of other tasks encountered in nearly every action-adventure subgenre. It would probably be of use in a 1930s pulp campaign or any other campaign where the heroes travel, explore dark places, and run into foes. You probably won't find DF: Adventurers useful . . . so it goes.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#14 | |
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Join Date: Dec 2004
Location: Indianapolis
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__________________
Wine is full of truth Beer is full of strength Water is full of bacteria |
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#15 | |
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Join Date: Jul 2006
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#16 | |
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Join Date: Jul 2006
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However the second activity everyone was did was use the loot to go carve out a barony and build a castle. Using D&D for fighting monsters and clearing out lairs and Chainmail for fighting any battles that were needed. However when D&D spread beyond the initial circle of wargamers people focused on the dungeon element. Miniature wargamers became a minority in the D&D hobby. |
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#17 | |
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Join Date: Jul 2006
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The Dungeon Fantasy pdfs are great because now I have a firm benchmark to set my stuff too. Monsters have always been a problem either too weak or too strong. Most of my adventures in the past have revolved around human or humanoid opponents. The reason I even used 3.0 in 2000 a couple of times is that it was enough like GURPS to suit my GMinng and now I have all these shiny monsters and modules to play with. But frankly I built so much homebrew stuff for my own game that it was just wasn't worth the hassle of the switch. Also I had issues with the power curve of 3.X after 10th level. In the end I returned to GURPS where I happily remain to this day. Recently I ran a conversion of Blackguard's Revenge (Dungeon Crawl Classic #12). With GURPS 4th. |
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#18 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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-P.
__________________
~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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#19 | |
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Join Date: Jul 2006
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#20 | |
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Join Date: Nov 2007
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Dungeon Fantasy is such a well-established part of pseudo-fantasy gaming that it has taken on a life of its own, even the language has infiltrated other games (the 10' pole is a ridiculous thing to take down a cave system, yet it is fondly associated with dungeon crawling). There are two options if you have a system which covers the same territory as "old school" D&D dungeon crawling; ignore it and blithely turn your back on its conventions, or embrace it as a ridiculously contrived yet lovable genre. SJG have done the latter, and all power to them. |
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