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Old 03-01-2008, 04:46 PM   #1
b-dog
 
Join Date: Nov 2006
Default Re: Dungeon Fantasy Tutorial Adventure

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Originally Posted by Rev. Pee Kitty
I don't think DF: Monsters will necessarily contain Kobolds and such, though, since they're not really "monsters" -- they're intelligent foes with their own "classes" and such. They'd fit better in a book featuring pregenerated NPCs to act as allies or enemies, I'd say. DF: Monsters will probably be more like giant spiders, hostile ooze beasts, and such... y'know, monsters.
I think that it would be nice to have both kobold templates for characters and kobold monster for the dungeon. I think it is also useful to have some very basic monster templates for things like intelligent beings like kobolds; noncombatant, guard and veteran warrior. This sure helps to speed things up. Personally I would be happy to have orcs, trolls, goblins, ect. in a monster write up as well as a character template write up.
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Old 03-01-2008, 05:43 PM   #2
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Default Re: Dungeon Fantasy Tutorial Adventure

Generally, if it's humanoid, intelligent, and you can play one, it was in DF 3. Maybe some later book will add more such races, but not in the near future. My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things. In essence, more of what DF 2 gave as examples. Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.
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Old 03-01-2008, 05:46 PM   #3
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Join Date: Feb 2005
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Default Re: Dungeon Fantasy Tutorial Adventure

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Originally Posted by Kromm
Generally, if it's humanoid, intelligent, and you can play one, it was in DF 3. Maybe some later book will add more such races, but not in the near future. My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things. In essence, more of what DF 2 gave as examples. Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.
Just a word: WHEN?

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Old 03-01-2008, 10:45 PM   #4
b-dog
 
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Default Re: Dungeon Fantasy Tutorial Adventure

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Originally Posted by Kromm
Ideally, it will have monsters unique to this series instead of simply borrowed from myth and other games.
I would like to say that I hope for a lot more of things borrowed from other games. I think that the Peshkali (D&D type V demon) and the Mind Warper (D&D mindflayer) are really good. I would love to see more borrowed from other game like Elric, Call of Cthulhu and early D&D. Maybe a Sphere of Eyes (D&D beholder), Elder Worm (CoC dhole), Chaos Beast ( Elric oonai), Winged Ape Demon (Elric clakers), Fiend from the Pit (D&D pit fiend) ect.
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Old 03-02-2008, 10:57 PM   #5
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Default Re: Dungeon Fantasy Tutorial Adventure

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Originally Posted by Kromm
My current thinking on DF X: Monsters is that it should be full of dire beasties, tentacle monsters, molds, slimes, etc., plus intelligent races you can't play, like dragons and more Elder Things.
Oh, and I want GIANTS, too! ;D
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Old 03-03-2008, 07:46 AM   #6
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Default Re: Dungeon Fantasy Tutorial Adventure

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Originally Posted by Rasputin
Matt is right -- the GM stuff (monsters, treasures, generic locations, traps, generic NPCs) is behind right now, and having it makes design easier. Traps are always a pain for me, and I would often shun them in D&D (then again, traps scale like crap in D&D).
It's mostly those first two which are a problem for me, though it's not a problem so much as "more stuff I need to make up instead of pointing to p. 00." Aside from a couple of pits for old time's sake, I avoid traps as well.

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Originally Posted by Rasputin
(Of course, I'd like to see Matt's next GURPS Accelerator article more than DF stuff in Pyramid.)
Don't hold your breath. I lack good ideas for more GA articles, whereas dungeons I can crank out with one Noun of Verbing tied behind my back.
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