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#1 | |||||
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Join Date: Sep 2004
Location: Torino, Italy
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I guess you like very detailed templates, while I am happy with moderately detailed ones. What seems to be a common opinion is, GURPS is already quite detailed, and when thinking what I'd like to see in GURPS, that's rarely "more mechanical details". Quote:
I like to use GURPS books, but they rarely disappoint me for lack of details, so I see no point to criticize them in that direction. Quote:
I guess that an epic hack and slash D20 campaign with lot of classes, prestige classes, races and magical items will be VERY detailed and also very artificial. Quote:
In a detailed, universal game, where you could be tempted to detail everything, it's particularly important to select what rules and what chapters are to be inserted in a book. Even with pdfs, pages are not "free"... someone has to write them, and if they're longer and too detailed, they will be seem more boring to many players. |
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#2 | |||
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Join Date: Jun 2006
Location: Spain —Europe
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And really I believe in this comparison: GURPS is a high-end roleplaying system, a professional tool. And that, as everything, comes with some requeriments. If you want cool results, prepare yourself for attaining the mastery of the right tools. However, some predesigned "macros" can make working with it easier for certain persons. Dungeon Fantasy can be regarded a bit in this perspective, but I think it is much more than only that. Anyway, anyone can cut features and system complexity saving really cool features for later if he lacks of time for handling a certain ammount of them. I regard GURPS as intuitive as the 3ª edition was. Skills can be detailed, Combat be detailed too, Hazards, Equipment, Fright or Awe Checks... but I want to be able to tap in that granularity for enhancing my games and designs. And this system allows to do it.
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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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#3 | |||
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Join Date: Sep 2004
Location: Torino, Italy
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If GURPS Martial arts contained only Powers-like abilities, THAT would be a real disappointment. If GURPS Martial art doesn't contain that particular exotic technique or style, well who cares, you can't find everything in a book... Quote:
Most of all, I really don't think that if GURPS was more complex or detailed, it would be a better tool. Not at all! We are already on the edge of "overdetailed", and what GURPS needs are worldbooks. It's so easier to make up a more-or-less balanced cost and effects for Meteor Swarm, than to create a fictional civilization or explore an existing one... Quote:
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#4 |
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Join Date: Apr 2005
Location: As far from civilisation as one can be: A city.
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w00t!!!! Loving the DF series! Downloaded #3 w/in 19min of its release!
Have now the tools I need to truly enjoy the dungeon Z is planning. I shall be a Nymph Swashbuckler/<something magical>. And this has much help potential for getting some characters that I like that are unfun for being AD&D characters and me no likey AD&D combat, so it's convertin' time!! Ok, random excitement partially caused by sugar rush ended. I now return you to regularly scheduled thread. Many praises to almighty Kromm for it's writing and the mighty SJ for its publication.
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"Too much sanity'll drive you nuts. Proven fact. When was the last time you met a sane person who wasn't cracked?" --Dr. Serena Cole (roleplayed by yours truly) |
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#5 |
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Join Date: Aug 2004
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Need to get a new pack of paper...
Grumble. Neat trick. The Scout-Swashbuckler and the Swashbuckler-Scout are quite different. ;)
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#6 |
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Join Date: Sep 2004
Location: Wichita Falls, Texas
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Again SJGames, thank you for another amazing release! :)
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#7 |
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Join Date: Feb 2005
Location: in your pocket, stealing all your change
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I'm personaly hoping that Sean will get his cinematic uber-fantasy improv. kicks out of DF and treat us to some more detail and crunchy bits in books like Thaumatology, Low-Tech (or whoever's writing them...).
Personaly I don't think I'm getting these, precisley because I don't need it. Got a good kick out of DF1 though, specially the Power Investure spell examples (for Druids and Clerics) and the equipment customization options. There's a big market and low cost to translate these DF books to portuguese though... if only you guys get Basic through Devir (ok... can I rant about it now? Or are they still having trouble?). |
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#8 | |
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Join Date: Jul 2004
Location: Austin
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Paul Chapman |
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#9 |
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Join Date: Aug 2005
Location: Albuquerque
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I was waffling on starting a Dungeon Fantasy campaign, even with the awesomeness of DF1 and DF2, but DF3's surprise visit has pushed me over; I will begin prepping a campaign and seeking out players in the Albuquerque area promptly!
I gather some people thought this supplement wasn't too useful (cough >Icelander< cough) but it was pretty much everything I wanted that was missing from DF1 and 2......booya! I especially love Kromm's take on dungeon fantasy (like the Dark Ones, for example...blending Dark Elves with Cthulhoid thingies, genius!) Anyway... |
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#10 |
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Join Date: Jul 2006
Location: Oxford, UK
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What next? Honestly you could go on with this series for quite some time!
Dungeon Monsters Traps and Treasures Dungeon Societies Dungeon Design Slightly off topic but I'd like to see some GURPS Adventure series like this. Right now I just get the Goodman Games Dungeon Crawl Classics and then convert them to GURPS. |
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