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#11 | |
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Join Date: Aug 2004
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The advantage of GURPS is that you can have a Dungeon Fantasy character and then even have a conversation about things like Status, Wealth, and Jobs. But if you start introducing a world out side of the dungeon and the town where you sell that dungeons loot, your pretty far out of a Dungeon Fantasy game... Which means you dont need a Dungeon Fantasy: Rewards, you need to look up Gurps: Fantasy and Banestorm. Dungeon Fantasy: Rewards really would be a list of Cool Stuff. Thats the whole point after all. If you need a reminder, dig up your D&D 3.5 DMG. There are between 5 and 11 pages on the world outside of the dungeon, depending on whether you count a section on _randomly generating a town/city_. There are 77 pages of loot and loot rules. In a 320 page book. The section on player wealth details how much cash they should have, max, per level to not be unbalanced. You can have dungeon adventures in a normal Gurps Fantasy campaign. No argument here. But worrying about wealth levels in a Dungeon Fantasy campaign is missing the point.
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#12 | |
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Join Date: Jul 2006
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Having wealth would just help that process. Wealth levels would not be a disincentive to dungeon crawling because it is far quicker to get your magic items by looting then paying someone and wait all that time. |
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#13 | ||
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Join Date: Aug 2004
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If the point is to get enough loot to build a castle, and loot is properly torn from the dismembered talons of your foes, having a thing that, for mere character points, allows you to build that castle seems counter to the spirit of the genre. But I argue the point to vehemently I think. There are shades and gradations here. The continuum from Hackmaster through D&D to Gurps:Fantasy is unbroken. I just like my Dungeon Fantasy (chocolate) without any of your icky RPG imports from classic Gurps (peanut butter). Is all Im saying.
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#14 | ||||||
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Join Date: Jun 2006
Location: Spain —Europe
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But because this is all GURPS (Dungeon Fantasy, Fantasy, Cliffhangers, Bio-Tech, Martial Arts, Banestorm, Myth, Infinite Worlds, Dragons...), there is no need to be really "confined" to a particular "genre" (with its inherent limitations); instead we can draw benefits from any source for implementation to our own game style. No need to say, I regard DF as a great and crunchy complement to the sections in 4e Fantasy covering the Dungeons theme: Quote:
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Why would be the point to keep it apart? Quote:
Anyway, no real discussion here, only sharing viewpoints. 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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#15 | ||
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Join Date: Aug 2004
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You could use said list in a more well rounded Gurps campaign. But to suggest that the DF line of PDFs should cover ground involving social roles and patents of nobility strays to far from the genre. DF: Treasure, or DF:Phat Lewt, or what have you would be well served by lots of tables and descriptions, but also by discussion on how to toss things like the advantages Wealth, Status, and Rank, to better focus on the hack and the slash.
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#16 | |||
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Join Date: Jun 2006
Location: Spain —Europe
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That is because I'm not afraid of nobiliary titles and such entering in DF, if they are going to be useful in Dungeon Fantasy games. With that condition, linking some social advantages in the way described by Robert S Conley doesn't seem inappropriate for me: Quote:
I think the original poster' idea could be rescued thinking about DF handling such treasures-as-social advantages in its own way. On the other hand, if the number of DF pdfs and themes developed in them is enough large, IMHO it is going to be harder and harder to sharply distinguish between Fantasy and Dungeon Fantasy, because one of the marks of the latter seems to be simplification. With enough development, Dungeon Fantasy has good chances of meeting with Fantasy. Indeed, one of the points of my earlier post was the regard of DF genre as already contained in Fantasy. Sorry! I can't make myself clearer, due my language limitations I guess.
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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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#17 | |
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Banned
Join Date: Feb 2005
Location: https://t.me/pump_upp
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I love the game to death but I'm no longer willing to put in hours of prep in order to GM a game. I work when I'm at work and if a game starts to seem like work to me I drop it and go play WoW instead. DF1&2 did enough of the work for me that I was able to run several really fun games with it while only needing a few minutes to prep old D&D modules beforehand. I can see many more weeks of fun ahead for us without a problem. But looking ahead I see the players getting all of the skills from their templates and then saying, "what now?" My request is for gee wiz cool things for the players to lust after - be it a really cool magic item, and unique advantage, or even a spell that isn't in the Magic book. I can (and do) make this stuff up myself all the time but the players tend to be a lot happier if it's "official". Plus Dr Kromm (all hail King Kromm) comes up with better stuff than I do "I'm a trained professional kids. Don't try this stuff at home" and I would love to see what his twisted mind comes up with. In fact I'm willing to pay for the privilege. |
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#18 | |
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Join Date: Jun 2006
Location: Spain —Europe
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Indeed I agree with all your points, so let me subscribe them. PS: anyone wants to write a DF 2: Dungeons review? Here is the one about DF 1: Adventurers.
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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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#19 | |
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Banned
Join Date: Feb 2005
Location: https://t.me/pump_upp
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#20 | ||
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Join Date: Jun 2006
Location: Spain —Europe
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Indeed I was trying to indirectly encourage you (or any other) for doing a second review of DF 2! Quote:
I think DF 3: The Next Level will cover these points you felt were lacking in Adventurers, and more. I'm eagerly waiting for it for having in my hands a more complete Dungeon Fantasy product, as I like to call it: Kromm's baseline for future DF pdfs written for other authors to come in the case of Kromm can't keep working in this line anymore {pain!}.
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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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