12-30-2023, 11:24 AM | #11 |
Join Date: May 2010
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Re: Tone whip-lash
The tone of DFRPG may not be to everyone's taste, but it strikes me as a basically consistent tone—I would broadly describe it as "tongue-in-cheek", though when explaining the rules it does necessarily have to shift to something a bit straighter. But "the snide and cynical voice", "munchkin voice", and "heavy metal fantasy" all strike me as basically facets of the same thing. I guess I can see being caught off-guard by the mix of overall tongue-in-cheek tone with the relatively realistic GURPS ruleset.
I do think the tone is fairly accurate advertising for both the ruleset and the included dungeon. The rules handle everything in "town" abstractly, while the dungeon doesn't include maps of the above-ground part of the inn, nor stats for its proprietor (Kromm did write some, but they didn't make it into the finished product for space reasons). And while it's not what everyone does, I don't think this approach to TTRPGs is as dead as some people think—right now I'm running a D&D 5e megadungeon campaign where the players have barely bothered interacting with the trading post outside the dungeon (even though I do have stats for all the trading post's inhabitants, if it becomes relevant).
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
12-30-2023, 01:53 PM | #12 | ||||
Banned
Join Date: Mar 2006
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Re: Tone whip-lash
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12-30-2023, 03:45 PM | #13 |
Join Date: May 2007
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Re: Tone whip-lash
Something I find odd is that the attitude of "everything outside the dungeon is elided over as briefly as possible", which the GURPS Dungeon Fantasy line seems to consider a central premise, is not an impression I have ever really gotten when I have read the early DnD books. The Temple of Elemental Evil begins with a tediously detailed depiction of the village the PCs will be operating from; the 1e rulebooks state outright that a high-level fighter will receive a castle and lands to rule over, and devote substantial page-space to the warfare and politics he will be engaging in between dungeon expeditions (his GURPS counterpart the knight, interestingly, invests a substantial portion of his points in skills related to this, even as the rules and gameplay advice conspire to keep him as far as possible from any chance of using those skills).
I am told that "dungeon-only games" were and are commonly played, and I am willing to believe it. Still, it is strange that the GURPS Dungeon Fantasy authors often seem to write as if this is the only way to play if dungeons are to be involved at all, and it is grating that, having made that assumption, they write as if they will only condescend to play such games if they can simultaneously mock them. (I am forcefully reminded of hipsters partaking of entertainment while making it clear they are only doing so ironically.)
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
12-30-2023, 09:22 PM | #14 | |
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Join Date: Mar 2006
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Re: Tone whip-lash
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01-02-2024, 10:56 AM | #15 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Tone whip-lash
Back in 2007, GURPS Dungeon Fantasy: Adventurers spent it's first column of body text explaining why it would not be useful to me.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
01-02-2024, 11:01 AM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Tone whip-lash
Or even mostly!
It's true that people often describe it that way. However, those are not my words as the developer and lead writer. My top influences were probably Tunnels & Trolls First Edition (1975), the venerable Rogue (1980) and NetHack (1987) computer games, and the more recent Diablo series of computer games (1997-2023), any one of which got more hours of my time than all editions of D&D put together. Up until 1979, T&T had no explicit setting, and most development in that direction came decades after my time playing it. Rogue and NetHack were essentially procedurally generated, and while they had lore, they didn't have any world outside the dungeon. The Diablo games had even more lore, and some towns where you could shop, but were still procedurally generated dungeon crawls. The closest D&D-related influences would be the rules for rolling up random dungeons in Appendix A of the Dungeon Master's Guide, First Edition (1979) and the Neverwinter Nights: Infinite Dungeons video game (2006). Those examples illustrate the feel I was aiming for.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-02-2024, 11:13 AM | #17 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Tone whip-lash
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Saying that the tone is inconsistent is essentially saying that I'm a bad writer who cannot carry a tone. While an individual reader certainly has the right to believe that, I know that I made a conscious effort to deliver a specific tone. The fact that my tone has several shadings was intended as a feature, not a bug – much as a good singer has a broad vocal range or a good actor doesn't always play to a single type. Also, if you read my previous post you'll see that most of my influences – Rogue, NetHack, Diablo, Infinite Dungeons – were not TTPRGs. The entire mission was to bring procedurally generated digital dungeon crawls to the tabletop. There are endless hints in the text, for those who know where to look; the most on-the-nose hint might be, "Gamers familiar with the computerized adventures of @ will find this comforting." The exercise was never about mocking fans of TTRPGs, and I have no idea where people get that impression.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-02-2024, 12:51 PM | #18 | |
Join Date: May 2010
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Re: Tone whip-lash
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FWIW, I never read the jokes in the Dungeon Fantasy line as making fun of players, so much as making fun of genre conventions, not in "jock mocking the nerds" way but in a "haha we've all played in campaigns with flimsy world-building haven't we?" way. Though maybe it's not even doing that and the use of words like "munchkin" are intended in a non-pejorative sense.
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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01-02-2024, 01:23 PM | #19 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Tone whip-lash
All I can say is that as someone who has played countless hours of hack 'n' slash games – both digital and tabletop – and who very definitely builds his PCs toward specific power-gaming goals when playing said games, I was smirking as and not at that style of gamer. I don't consider gaming that way a thing to be ashamed of. If people feel that I was mocking them or that style of game, that's their own insecurity showing.
Then again, I'm also someone who describes himself as a "shameless cocktail freak" and "Argentine tango addict," and laugh at the size and expense of my home bar, and the fact that there are weeks where I spend more hours on the dancefloor than at work. I prefer to own my predilections. When I wink at them, it's a wink that says, "If this is you, too, then I needn't say more. If this isn't you, please humor me." It's inclusive, not exclusive, and directed inward, not outward.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-02-2024, 03:36 PM | #20 |
Join Date: Dec 2005
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Re: Tone whip-lash
Wait, is there a Dungeon Fantasy procedurally generated dungeon product I'm missing? And if not why not? And what would it look like? How would it work?
Colour me intrigued. I think a deck of cards would probably be a little too limited. The capacity to generate some internal plot loops would be interesting. A series of tables that reference to other tables would probably work and fill out a book well. A set of map tiles with a key booklet with monster stats might also work. My Warhammer Quest experience says fixed size squares work better because you never get weird overlaps. I think custom dice are probably too costly and limited in information density. A set of d20's with monster type, room shape, treasure, and trap icons might have value outside the Dungeon Fantasy market.
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