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#1 | |
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Join Date: Jul 2006
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#2 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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It sounds like your real criticism is "I don't run dungeon fantasy games." If you're not into the subgenre, it's probable that you won't find much use for a game aid-cum-genre guide intended for it. Even so, you might find DF: Dungeons of value, since it includes a lot of simplifications of athletic feats, shopping for gear, traps, travel, and hundreds of other tasks encountered in nearly every action-adventure subgenre. It would probably be of use in a 1930s pulp campaign or any other campaign where the heroes travel, explore dark places, and run into foes. You probably won't find DF: Adventurers useful . . . so it goes.
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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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#4 | |
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Join Date: Dec 2004
Location: Indianapolis
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__________________
Wine is full of truth Beer is full of strength Water is full of bacteria |
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#5 | |
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Join Date: Nov 2007
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Dungeon Fantasy is such a well-established part of pseudo-fantasy gaming that it has taken on a life of its own, even the language has infiltrated other games (the 10' pole is a ridiculous thing to take down a cave system, yet it is fondly associated with dungeon crawling). There are two options if you have a system which covers the same territory as "old school" D&D dungeon crawling; ignore it and blithely turn your back on its conventions, or embrace it as a ridiculously contrived yet lovable genre. SJG have done the latter, and all power to them. |
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#6 | |
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Join Date: Jun 2005
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Besides, things often live in those caves--things of human size or larger, often have lived there for hundreds or thousands of years. Hell, the passages nearest the surface must be burgeoning with incomprehensible graffiti, messages, warnings, signposts and innumerable other markings carved into the rock walls, floors and ceilings.
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#7 | |
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Banned
Join Date: Oct 2007
Location: Europe
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To write a historical supplement for GURPS, such as Steampunk or Celtic Myth, you need research skills. To write a "rules distillation" of GURPS, such as Dungeon Fantasy, you need a very different skill set (which Kromm has, even if I'm quite unhappy with some of the decisions he made). It really is a big mistake to not distinguish between historical supplements and rules distillations. |
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#8 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#9 | |
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Join Date: Aug 2004
Location: Danville, VA USA
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#10 | |
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Banned
Join Date: Oct 2007
Location: Europe
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I'd much have preferred to see a version of GURPS Dungeon Fantasy that did away with spells, and handled everything with Advantages. Even if it meant that the core book would be 64 pages instead of 32 pages, and cost 40%-60% more. GURPS already has Healing, and Speak With Animals/Plants as ready-to-use advantages, so with some extra work put into it, you could have built ready-to-use advantage versions of Offensive Fire Magic, Fire Shield, Lightning Bolt, Invisibility, Illusions and so forth, and of course also pointed out the most obvious enhancers for Healing (such as Ranged, and Accurate to give a bonus to the roll). That would have made it possible to run Dungeon Fantasy campaigns without needing to own GURPS Magic or even needing to reference the few spells that are in the GURPS core books. And it would also have changed the dynamic of the game somewhat, I think, even of ultimately most instances of magic use would still cost FPs and therefore be largely similar to how spells are used and not used. As for Martial Arts, re-printing the 2-3 most crucial pages of Techniques would do the trick (at least you did reprint the archery advantage, but that's not enough). Likewise, I'm very disappointed to see that there aren't any pre-built advantages for Monks and Bards; instead, players must build them themselves, then do the arithmetic, and then submit the final advantage builds to the GM to see if he approves them. In the end, such pre-built advantages can be much more atmospheric and stylish and flavourful and cool, than the usually very basic and frill-less ones that most players will build. Oh, and by the way, where are the "racial" templates? And optional "racial" advantages? GURPS Dungeon Fantasy badly needs a splatbook. (Also include "Bane"-type weapons in the splatbook. They're very much a part of the dungeon fantasy genre, and IIRC they exist in GURPS Magic as Enchantments already, so leaving them out of the DF core looks strange.) |
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| Tags |
| conversion, d&d |
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