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#1 | |
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Join Date: Jun 2005
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#2 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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I'm fairly partial to the powers section myself. Nothing too fancy, but you could use much of that in more serious or lower-point games.
And, like Bruno said, equipment is also a good section. |
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#3 |
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Join Date: Aug 2007
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The equipment rules. I've seldom seen a template I liked and DF:A is no exception.
Fred Brackin |
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#4 | ||
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Join Date: Jun 2006
Location: Spain —Europe
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Atreyu Hibiki, Bruno, Cernig, Collective Restraint, D-Flash, DieMunchkin, Gold & Appel Inc, Highland Piper, Knight Marshal, Lonewulf, LWCamp, Rasputin, Rupert, Sandy Mac, Vinny. Really.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#5 |
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Join Date: Sep 2004
Location: Torino, Italy
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I'd use most of it!
Not all at once, of course, but most of Dungeon Fantasy ideas, powers, items can be occasionally used in any fantasy campaign to add a "heroic" (or "d&desque") feeling. Of course if you use all of it, as written, your campaign will be a hack&slash with "classes", which may be consideret "not so serious" by many players. But you can pick almost anything and use it in a more low-powered, detailed or "realistic" fantasy campaign. |
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#6 | ||
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Join Date: Jun 2006
Location: Spain —Europe
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Quote:
Quote:
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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