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#1 |
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Join Date: Dec 2004
Location: Indianapolis
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I'm not sold on the GURPS Dungeons products. I mean, I keep hearing how it pushes the rules to show what can be done, but is it really pushing the rules to turn GURPS into D&D?
Maybe I'm thinking about it wrong, but this is one product (or series of products) that doesn't interest me. But...convince me. Is there anything useful to running a Banestorm game in these pdfs?
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Wine is full of truth Beer is full of strength Water is full of bacteria |
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#2 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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The "brilliance" of them isn't turning them into D&D. It's making a game out of them, and focusing GURPS onto one thing.
Let me offer another example: Imagine GURPS Tournament Fighter. It slims down all the martial arts to what works in combat, and slims down powers to reflect Chi techniques. You get cinematic ninjas, cinematic monks, cinematic strong-man soldiers with no-nonsense styles, and cinematic dancers with over-the-top beautiful styles (what have you). The GURPS engine is honed to focus on one style of play, a style it could already do, but this takes alot of the unnecessary work out of it. Thus you can grab the book, pick a template, a style, and get to fighting in a relatively balanced and interesting manner. GURPS Dungeon Fantasy works the same way. It hones the engine to focus on the resource management, hack-n-slash strategies of dungeon crawling games, whether those are Warhammer Quest, D&D, Hackmaster, Diablo or Dugneon Seige. It doesn't change anything: There are no levels, no classes, no new rules. Instead, it shows you how the GURPS engine can already do this sort of game, and provides what amounts to a cheatsheet to do it even faster. Even if you have no intention of running a dungeoneering hack-n-slash game (Nothing wrong with that), the ideas, templates, monsters and advice can prove useful for any game that even has leanings in that direction. It's a terribly handy supplement, and extremely cheap besides. |
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#3 |
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Join Date: Sep 2007
Location: Porto Alegre, Brazil
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Good point.
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#4 |
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Join Date: Jul 2007
Location: San Antonio, TX
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I like it just for the interesting of ideas for "How-can-I-do-this"? I also like the system where spells are based more on level than on prereqs.
I'd also note that there is absolutely no "pushing" here. No more than making Banestorm was "pushing" GURPS into fantasy...
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She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 01-25-2008 at 07:45 AM. |
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#5 | |
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Join Date: Feb 2005
Location: Psionic Ward
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Quote:
In a lot of ways, I think DF is like some of the historical supplements: They break out which things are appropriate in that setting, give templates, maybe add a few new advantages, skills, and so on, and mainly just take the huge amount of stuff available and list only the parts that apply to that one setting. DF covers a hugely greater number of settings since it's a genre book, but it still does basically the same thing - it chops down more than it adds to make it easier to handle that one specific genre. However, it also includes tons of advice and other information that might be helpful in any campaign, whether used directly or as inspiration. Finally, considering that the templates are 250 pts, you're not exactly starting out at anything equivalent to a D&D "level 1". Last edited by Extrarius; 01-25-2008 at 09:06 AM. |
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#6 |
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Join Date: Jan 2008
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Personally I will continue to use D&D 3.5e for medieval fantasy games (I'm not even interested in 4.0 since 3.5 does what I want it to do). So I can't help you there.
But this system fits my needs for post-apocalypse settings, and its better than d20 Modern IMHO in all of its time-periods (World War, Future, Colonial, Elizabethan (not sure if that's a word) ). So my suggestion is if you want to remain in Medieval Fantasy, I won't recommend a change to GURPS. But if you want to stretch out into a different genre this is an excellent choice. And if you will be moving between games with different genres including MF, this is also the best choice. |
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#7 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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What you want to do with these rules is up to you. I personally would be interested in playing in some of the D&D based gameworlds, but with the GURPS rulesets, because the type of the campaigns that I love to play have a lot of social interaction, as well as a lot of things in them that D&D wasn't necessarily built to handle. At the same time, a lot of people are going to stick to D&D 3.5, or whatever system fits the campaign that they're playing, and that's an equally legitimate choice... Cheers, -P.
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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#8 |
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Join Date: Nov 2006
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Well, I won't go so far as to say that if you are interested in Medieval Fantasy to just stick with D&D. It was not a lack of interest in the genre that made me switch to GURPS. I still love the genre, it is just that GURPS (I think) has a better rule set. With GURPS, I can get a great rule set and apply it to my favorite genre.
There are lots of people who are still interested in Medieval Fantasy, but don't really care for the D&D rule set. Fairly regularly we have people pop in here on the boards looking for exactly that same kind of thing. They want to "covert" GURPS to D&D, and by that most of the mean - How do I play a GURPS game about the traditional subject matter of D&D? These new PDFs really help out with that. It lets someone cut to the chase if that genre is what they are looking for. It is true that the templates given for the heroes start at 250 points. I'd like to see 50, 100, 150, and 200 point templates of each of the templates, but that is easy enough to do since it would be subtracting from the existing rather than adding to. For me there is still a certain amount of nostalgia associated with D&D, and at one time I thought about running a AD&D game for old times sake, but couldn’t really bring myself to do it. Instead, I though I needed to create a guide for your traditional dungeoneering fantasy game to run in GURPS, but that never got off the ground because of time constraints. With these .pdfs, I really feel like I could give them to my players (well not the GM part, obviously) and have them make characters, and pull one of my favorite AD&D modules off the shelf and be up and running in a very short amount of time. The best of both worlds.
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
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#9 | |||
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Join Date: Jun 2006
Location: Spain —Europe
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With some sourcebooks, GURPS definitely can run more appealing, detailed and depth Fantasy campaigns. DF 2: Dungeons is in a way more useful than the D&D's Dungeon Master Guides. Even GURPS melee combat (basic for Heroic Fantasy settings) is uncomparable, and even more if you are using some Martial Arts combat options. Of course, all this IMO! And anyway, I acknowledge diversity is a good thing. Quote:
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Cheers
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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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#10 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Quote:
So, considering the player styles in our group, my suspicion is that GURPS might be a better ruleset than D&D for running a dungeon crawl with a roleplaying aspect to it. -P.
__________________
~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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| Tags |
| conversion, d&d |
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