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Old 12-22-2008, 10:45 AM   #21
Harald387
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by Dav
Was I the only one slightly annoyed by calling Greek and Arabic "ancient" languages? They're still around! Latin is just a liturgical and classical language now, but c'mon, Arabic? Still alive and kickin'. :)
Not just alive and kicking, but probably far, FAR closer than virtually any other ancient language to its thousands-of-year-old roots.
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Old 12-22-2008, 10:57 AM   #22
Peter Knutsen
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by nik1979
Why not just use GURPS Myth: The Fallen Lords! The Game is a Hall of Fame'r and the setting is awesome, works great with DF, complete, and not to mention it is at default dark.
Does it contain a proper amount of languages, so as to make characters with Language Talent and multiple Languages sufficiently useful?

(I'm totally unfamiliar with the setting, but my guess would be that it does not.)
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Old 12-22-2008, 10:58 AM   #23
Peter Knutsen
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by Gavynn
Well I don't think that is true. Every game requires a setting of some kind. But as with most GURPS products, the settings are largely left to the GM.
And how will an inexperienced GM cope with that?

Badly!
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Old 12-22-2008, 11:00 AM   #24
Peter Knutsen
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by DouglasCole
The thread title? "...needs a bare-bones setting." As in ONE bare bones setting. A list of languages makes it specific, as does the requested list of Hidden Lore specialties.
No. Bare-bones and specific are opposites of each other.
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Old 12-22-2008, 01:13 PM   #25
trooper6
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by Peter Knutsen
And how will an inexperienced GM cope with that?

Badly!
Could you speak for yourself only please?

When I was an inexperienced GM, I picked up GURPS3e. I had no books whatsoever other than the Basic Book (this was before the Compendia). I was 15 or 16. I didn't have any bestiaries, I didn't have the Fantasy book. I had never even played GURPS or seen it played.

And really? I didn't have a problem creating a Fantasy setting with what I was given. I coped very well, thank you.

I made it a no magic setting because I figured it would be a bit easier. I made a map, some basic background and voila! I had a setting and it worked out well. And I was only 15/16. And I was not a genius.

It isn't that hard.

And as for having enough languages for language talent to be useful as you imagine it, that is your thing. Certainly not mandatory for a fantasy setting for everyone.

Last edited by trooper6; 12-22-2008 at 01:18 PM.
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Old 12-22-2008, 03:21 PM   #26
Stormcrow
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by trooper6
I made it a no magic setting because I figured it would be a bit easier. I made a map, some basic background and voila! I had a setting and it worked out well. And I was only 15/16. And I was not a genius.
Indeed. RPGers are, on the whole, an intelligent bunch, but for some reason they really seem to love being spoon-fed stuff.

So SJG makes a game where you can use your imagination to make anything you can dream up, and instead of scurrying off into a corner to start making maps and plans, gamers shout, "Sell us supplements!" So SJG, quite understandably, shrugs and says, "OK."

But really, Dungeon Fantasy doesn't need a default setting, any more than D&D needed a default setting back in the day. It's already built into the rules. Anything that's not in the rules you're expected to make up yourself—and you're supposed to be happy to do it!

Whatever happened to the notion of "hobby gaming," anyway?
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Old 12-22-2008, 03:30 PM   #27
talonthehand
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

Quote:
Originally Posted by Dav
Was I the only one slightly annoyed by calling Greek and Arabic "ancient" languages? They're still around! Latin is just a liturgical and classical language now, but c'mon, Arabic? Still alive and kickin'. :)
Well, "old" doesn't really work, and "dead" is even worse than ancient. I'd say that languages that ancient cultures used would qualify as ancient languages, regardless of if they're still around.
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Old 12-22-2008, 03:34 PM   #28
b-dog
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by Stormcrow
Indeed. RPGers are, on the whole, an intelligent bunch, but for some reason they really seem to love being spoon-fed stuff.

So SJG makes a game where you can use your imagination to make anything you can dream up, and instead of scurrying off into a corner to start making maps and plans, gamers shout, "Sell us supplements!" So SJG, quite understandably, shrugs and says, "OK."

But really, Dungeon Fantasy doesn't need a default setting, any more than D&D needed a default setting back in the day. It's already built into the rules. Anything that's not in the rules you're expected to make up yourself—and you're supposed to be happy to do it!

Whatever happened to the notion of "hobby gaming," anyway?
What people want (I think) is to be captivated with an interesting world. Rules are a small part of RPGs, the most important part of RPGs is to have an inspiring game world.
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Old 12-22-2008, 04:22 PM   #29
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by TheNinjaD
The very title of the thread states that you think there should be a setting for Dungeon Fantasy.
Which should be read as "I would like to buy a setting for Dungeon Fantasy," not "I think Dungeon Fantasy should be set in a specific setting."
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Old 12-22-2008, 04:29 PM   #30
DanHoward
 
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Default Re: Dungeon Fantasy needs a bare-bones setting

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Originally Posted by nik1979
Why not just use GURPS Myth: The Fallen Lords! The Game is a Hall of Fame'r and the setting is awesome, works great with DF, complete, and not to mention it is at default dark.
Add a "me too" to that. Myth could easily be recycled for DF.
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