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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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GURPS Dungeon Fantasy doesn't have much use for polite society. Town is where you go to sell loot, resurrect unlucky friends, charge power items, buy gear, train, and find your next quest. While there are people and organizations there, the majority of them are monopolies that exist to separate delvers from their cash. Most of the rest are sticks the GM can use to beat players who get the bright idea of debasing coin or robbing Ye Olde Magick Shoppe.The strongest hero Yet even hack 'n' slash fantasy is full of heroes with connections, be they barbarians who come from tribes, clerics who serve temples, knights of noble birth, or rogues who belong to the Thieves' or Assassins' Guild. Knowing the right people back in civilized parts can mean having access to the right gear and information, and perhaps a few extra sword arms, when you're nowhere near civilization. That's when GURPS Dungeon Fantasy 17: Guilds comes in handy. This supplement covers every sort of organized backer an adventurer could want, from secretive conspiracies and criminal syndicates, through merely exclusive noble courts and universities, to armies and religious congregations that are only too happy to recruit. Learn what they want from delvers and what delvers can get from them. Buy social traits that give you a real edge in town. And revel gleefully in the world of secret languages and impressive-sounding titles. At the end of the day, it's all about retiring rich and powerful. Grab Guilds and get a leg up on your future – and sweetheart deals on cool gear, special training, and competent henchmen right now. — Store Link: http://www.warehouse23.com/products/SJG37-0333
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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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