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#1 | |
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Join Date: Jul 2006
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The Dungeon Fantasy pdfs are great because now I have a firm benchmark to set my stuff too. Monsters have always been a problem either too weak or too strong. Most of my adventures in the past have revolved around human or humanoid opponents. The reason I even used 3.0 in 2000 a couple of times is that it was enough like GURPS to suit my GMinng and now I have all these shiny monsters and modules to play with. But frankly I built so much homebrew stuff for my own game that it was just wasn't worth the hassle of the switch. Also I had issues with the power curve of 3.X after 10th level. In the end I returned to GURPS where I happily remain to this day. Recently I ran a conversion of Blackguard's Revenge (Dungeon Crawl Classic #12). With GURPS 4th. |
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#2 | |
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Join Date: Aug 2004
Location: Y'know, around.
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We had a thread about this a few months ago, on how best to map D&D's levels to points in GURPS. People varied from as much as 50 to 500 points on what a "Level 1" adventurer could do, but each individual level after that most people agreed would be 25 or 50 points. |
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#3 | |
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Join Date: May 2006
Location: Denmark
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#4 | |
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Join Date: Jan 2008
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I wasn't particularly impressed when I first skimmed DF: Characters (although I've since gone back and liked it more) because it seemed to be mostly templates and rules for creating clerical powers, etc., with no rules added from the Basic set. DF: Dungeons impressed me a lot more with new rules, equipment rules and options, magical items, etc. Crunchy bits, as it were. -Max |
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#5 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#6 | |
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Join Date: Jun 2006
Location: Spain —Europe
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Personally, my main interest is running serious fantasy campaigns (4e Fantasy is my central GURPS book, for saying it in some way), and myself am a Dungeon Fantasy enthusiast because... it is strongly useful in the type of game I want to run. Furthermore, GURPS DF is all what is great in Dungeons & Dragons but... without its strong non-senses and bad parts! It is more like showing and playing some GURPS inherent strenghts, until now almost hidden in a potential way during years, for a lot of people... And the forthcoming Thaumatology is going to enhance all this, I guess... Definitely, I think this is useful to Banestorm campaigns, and even I think this DF line could be regarded as companion or extension to 4e Fantasy (by William H. Stoddard). Cheers
__________________
"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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#7 | |
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Join Date: Jul 2006
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#8 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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GURPS is a generic set of rules (as I'm sure you're well aware), that has been successfully applied to various setting and campaign types. We've got generic Science Fiction toolbooks, generic Fantasy toolbooks that tell you how to adapt your favorite gameworld to this specific set of rules. They've got specific gameworlds and situations covered, from Traveller and Transhuman Space. Now, by contrast, D&D is a specific set of rules that were originally designed to do Dungeon fantasy. Sure, people use D&D for all sorts of other campaign types, but the original intent of D&D was to design a system that allows you to run adventures where a group of party members head down into a dungeon/cavern/series of tunnels, whatever, fight monsters, and take their stuff. The fact of the matter is that whether a matter of history, or mass appeal, a *lot* of players play Dungeon Fantasy type games. I play in a D&D 3.5 campaign that is a sort of 'Pretzel and Root Beer' chance to let off steam, blow things up and take their stuff campaign. We use D&D 3.5 because it's well adapted to the kind of adventure that we're playing in. It isn't my favorite ruleset, but it support what we're doing. I see GURPS as my favorite ruleset (that I have lots of books detailing Magic, Weapons, Fantasy character types, and settings, such as Banestorm) adapted to play this particular genre of fantasy type game. So, it's not that GURPS is doing D&D. It's more along the lines that finally, Dungeon Fantasy players (and again, there are a *LOT* of those) have the option to play in the GURPS rules. Nobody is pushing you to play GURPS rules with your Dungeon Fantasy. It's an option. It's there if you want it. As I play (occasional) games of Dungeon Fantasy with friends. And as we generally like the GURPS rulesets, this is a great addition to our arsenal of rulesets that cover a different type of campaign. Frankly, I'm hoping that GURPS publishes these supplements in hardcover and puts them right out there at the FLGS. Not to do D&D, but to give players more options to go with their Dungeon Fantasy. More options is a good thing. 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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#9 | |
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Join Date: Jul 2006
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However the second activity everyone was did was use the loot to go carve out a barony and build a castle. Using D&D for fighting monsters and clearing out lairs and Chainmail for fighting any battles that were needed. However when D&D spread beyond the initial circle of wargamers people focused on the dungeon element. Miniature wargamers became a minority in the D&D hobby. |
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#10 | |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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-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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