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Originally Posted by Peter Knutsen
Sure, but the two Dungeon Fantasy books don't replace Magic in any way, or even the pertient parts of Martial Arts.
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The point of DF isn't to make you
not buy Martial Arts, but remain open to that sourcebook if you want or need it for enhancing your GURPS game. In the same way DF, being GURPS + assumptions, remains open to other sourcebooks as Dragons, Fantasy or Thaumatology. Or any other.
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Originally Posted by Peter Knutsen
I'd much have preferred to see a version of GURPS Dungeon Fantasy that did away with spells, and handled everything with Advantages. Even if it meant that the core book would be 64 pages instead of 32 pages, and cost 40%-60% more. (...)
That would have made it possible to run Dungeon Fantasy campaigns without needing to own GURPS Magic or even needing to reference the few spells that are in the GURPS core books.
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I see things differently. Some people seems desperate for throwing away Magic, thinking Powers completely render that approach old or useless. But the future Thaumatology is going to make use of Magic material, I think enhancing it.
So, DF using Magic material for some things and Powers for others isn't but coherent with the GURPS line as a whole.
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Originally Posted by Peter Knutsen
Oh, and by the way, where are the "racial" templates? And optional "racial" advantages? GURPS Dungeon Fantasy badly needs a splatbook.
(Also include "Bane"-type weapons in the splatbook. They're very much a part of the dungeon fantasy genre, and IIRC they exist in GURPS Magic as Enchantments already, so leaving them out of the DF core looks strange.)
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I agree with this, and the answer will be (the next week I guess) DF 3.
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Originally Posted by Peter Knutsen
It really is a big mistake to not distinguish between historical supplements and rules distillations.
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I agree about the differences between historical supplements and DF, but still DF isn't
only a "mere" exercise of rules distillation. There are creativity, too.
I'm quite happy with the work of Sean here.
Cheers