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Old 11-02-2009, 10:11 PM   #3
hoshisabi
 
Join Date: May 2005
Default Re: [DF/General] Why prepackaged adventures are good

Quote:
Originally Posted by DAT View Post
The one issue I'm not so sure of is if you could truely make generic scenarios. I think GURPS character effectiveness can be much more greatly influenced by player experience and creativity than D&D character effectiveness can. This is a strength of GURPS, but makes generic scenario/encounter design much more difficult.
I'd love to see some of the old GURPS adventures converted over. I've never played any of them, but I've read through the GURPS Bansestorm from cover to cover, have the old 3rd edition fantasy book, and well, it's a good setting.

The nice thing that DF does for you is provide a relatively stable benchmark. You have your setting (dungeon fantasy), your approximate power level (250 point templates), and even a good idea of what powers each of the players will bring.

I'm coming to the close of the current adventure with my own group, perhaps I'll write something up and put it online. If others find it useful, then perhaps that will be the first step.

In the mean time, I'm still trying to discover things like "How do I present a challenge that thehalf-ogre barbarian won't ker-splat in one shot without making the thief cry out in frustration."

That's the sort of thing that allows a new GM to learn how to run a game by rote, a little bit of "Oh, I've done this before" makes you feel a lot more confident when you go off and do things on your own.
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