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#1 |
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Join Date: Aug 2005
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If you are thinking about running a DF game, are you planning on useing templates?
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#2 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Yep. Quick and easy. Here's your genre-appropriate character; now go kill something.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#3 |
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Join Date: Apr 2005
Location: As far from civilisation as one can be: A city.
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I'm in the process of choosing the lens to apply to the race and "class" templates for my character in Ziresta's DF game.
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"Too much sanity'll drive you nuts. Proven fact. When was the last time you met a sane person who wasn't cracked?" --Dr. Serena Cole (roleplayed by yours truly) |
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#4 | |
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Join Date: May 2006
Location: Seattle, Washington
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Quote:
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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#5 |
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Join Date: Aug 2004
Location: Upper Marlboro, MD
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Probably not. I showed them to a couple of casual players and their eyes bugged out.
Honestly, I have asked Kromm why wild-card skills were not the default, instead of an option in this set of publications. If you can, in Dungeon Fantasy, reduce the total number of skills you are dealing with to (say...) 15-25 or so with liberal use of wild-card skills then build the templates with those to keep them short and save space (as well as the number of numbers that need to be maintained) it would have been an improvement. In my very humble, and easilly ignorable opinion -- expecially given that what I would like to see and what will sell are often very, very different things. |
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#6 |
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Join Date: Aug 2005
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Oh I am not arguing against templates, I think that they are useful at least at giving good ideas what to think about, but I can not imagine using them rigidly.
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#7 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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For me, esp since I use GCA, making a character is almost always an exercise in: 1. Get character description from players; figure out signature ads/disads. 2. Add a bunch of templates as appropriate for the character 3. Remove some of the default disads/ads adn replace with the "signature" stuff provided by the player 4. Ensure stat and skill levels are appropriate, color with info from description 5. Ensure point total is within 20% or so of target
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#8 |
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Join Date: Sep 2004
Location: Canada
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I'll be giving my players the option of template or no template, but I'll be encouraging the "off template" players to work with one of the templates as their baseline.
I'm not sure why KDLadages casual players were overwhelmed with the templates, other than the fact that they're for 250 point PCs. I will bet money that they'd find creating a 250 point PC without a template far more mind boggling.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#9 |
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Join Date: Aug 2004
Location: Upper Marlboro, MD
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Bruno: you are right, they would.
This was a group of old-school D&D players (who all get together to play Supers via M&M occasionally) and I asked if they would like to try some GURPS-flavored old-school dungeon delving. They said they would think about it. I showed them DF1:A -- and they promptly said "no thank you" and that was that. |
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#10 | ||
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Join Date: Aug 2004
Location: Upper Marlboro, MD
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From Kromm in a Private Message:
Quote:
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