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Old 05-25-2009, 11:59 PM   #11
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Re: Dungeon Fantasy: Good or Bad for GURPS?

Quote:
Originally Posted by Johnny Angel View Post
Ok, so DF is GURPS put into (for a lack of better words) a somewhat prepackaged setting with the skills, abilities, equipment, templates, and etc which would be most suitable for such a campaign and without things such as computer programming and guns which have no place in such a campaign. Is that about right?
Pretty much, except DF has very little in the way of setting material. The setting is limited to a default set of availabilities: there are Elves, there is a certain style of magic, there are monasteries that teach Kung-Fu, etc. Beyond that (and even including that if they so choose), it is up to the individual groups.

Also, it isn't intended to be stand-alone. You probably need at least Characters, Campaigns is almost required, and Magic is very, very helpful. Also, as many copies of Lite as you can get your hands on (every time I order from WH23, I have them drop in a copy of Lite).
Quote:
Originally Posted by Johnny Angel
I think a GURPS product which is semi-prepackaged is a great idea. Especially since not all of the D&D crowd (of which I am a member) is exactly thrilled with how D&D's new edition is turning out. I also think that such a product might be less intimidating and a little more accessable to people who are new to the system.
There is also the similar Action series, which does the same thing for modern action movies that DF does for dungeon crawling. It hasn't had the output as DF, I assume because DF has proven more popular.
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Last edited by RyanW; 05-26-2009 at 12:04 AM.
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