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#1 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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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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Join Date: Aug 2004
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"Bare Bones" won't do it. The success of DF as a .pdf series will justify a Setting Book (or several). Just to be marketable it'll probably go for $7.95 (though a $4.95 smaller version is possible) and run over 30 pages.
I'm basing this mostly on Riggsby's Tower of Octavius book. And lots of details. ;)
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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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#4 |
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Join Date: Nov 2006
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I will try to set up a game world and put it on the forums. The world I have in mind is a mix of Ravenloft, Greyhawk, Stormbringer, Call of Cthulhu, Tolkien, and combination of many different myths and medieval times.
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#5 | ||||
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Join Date: Nov 2006
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#6 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Also, the general problem is one of ability usefulness, and how finely areas of expertise and communications are divided. If the setting only has a single ancient language, then my Scholar template character with Language Talent gets screwed, because the Wizard also knows Latin (and even the Bard might have it at Broken). Likewise, if the setting has a dozen equally important ancient languages and three dozen less important ones, I'm forced to spend an unreasonable amount of CPs to make my Scholar capable of that which Scholar is entitled to be capable of. On top of the unrealism of there not being one or two ancient languages that can be said to be "primary" in that area. An inexperienced GM is dangerously likely to commit excess, when making such decisions, regardless of whether he makes them consciously and proactively, or (more or less consciously) and reactively (i.e. when a player demands to be given basic information about the setting so that he can create his character), or unconsciosly. Same with Hidden Lore. DF already has something like half a dozen mandatory Hidden Lore specialties (and a few more in DF5), and therefore already delineates some things. For instance, there is one Hidden Lore to cover all Undead, rather than a single Hidden Lore to cover all supernatural creature, or separate Hidden Lores to cover Liches, Southern Vampires, Northern Vampires and Western Lesbian Vampires. Dividing too finely, when it comes to languages or mandatory skill specialties, is bad and will hurt some character concepts, even though those character concepts are perfectly legitimate - and inarguably legitimate because they are from Kromm's own hand! Likewise, not dividing finely enough will also hurt some legitimate character concepts. The GM has to hit the sweet range (not a spot because it isn't that exact), and avoid extremes. And the best way to do that is to do it before gamestart, and to do it with guidance (i.e. from DF6: The Setting) if you're an inexperienced GM. And note that an experienced player can't easily compensate for an inexperienced GM. Not out here, in the real world. |
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#7 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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Plus, there are DOZENS of hack & slash fantasy settings... About languages: I think DF assumes that everybody speaks Common, and that every race (including magical races such as Elementals, Spirits and so on) has its own "silly" language: Elven, Dwarven, Orcish... Quote:
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#8 |
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Join Date: Oct 2004
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I would LOVE to see a DF setting!!!
Cannot emphasize this enough. BUT PLEASE,don´t make it Yrth-like. Real religions, real languages and real cultures have NOTHING to do in a Fantasy setting, IMHO! Call it different: Blackcoasters, Firelanders, Kingdom of Ilyarrah, Cult of the Bloodgod, whatever - just FANTASY! I realy hate to read about christians, islam, german, english, whatever ... That´s not FANTASY! :)
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4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
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#9 |
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Join Date: Aug 2004
Location: Austin, TX
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Below is the entirety of the world background I'm using for my DF game, which has had 12 experienced (and inexperienced) players game in it to date. No one has complained about the lack of information or needed to know more about ancient languages.
Background In the history of the world, there have been many kingdoms, empires, republics, city-states, trade leagues, and other governments. Many have fallen. The town of Polisberg sits on the shore of the Antillan Sea. To the east lies much of civilization. To the west, the unclaimed and wild lands of the Westmarch. Delvers often come to Polisberg, seeking the wealth that can be violently recovered from the ruins and caves of the Westmarch. The Westmarch is the mostly unclaimed ground between civilization and hostile realms. It has been fought over, conquered, lost, razed, and rebuilt over the years, but is currently mostly unoccupied. Various monsters, beasts, demons, undead, oozes, and things haunt the wilderness of the Westmarch, along with a few hardy (and often mad) souls. The Westmarch is mostly rolling hills covered with forest and divided by rivers, though there are some swamps, plains, and mountain chains in the land. Scholars snidely point out that the Westmarch proper is only the central plains, and that the other territories commonly called the Westmarch have other, proper names. Most people ignore them. A few caravan tracks and trade-roads cross through Westmarch, delivering rare goods at high prices. If SJ Games wants to put out a default setting for DF that includes languages and hidden lores and whatnot, they certainly can. But I really don't see the point, as there are hundreds of DF style settings out there already and creating a new one takes less than an hour's effort. |
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#10 | |
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Banned
Join Date: Oct 2007
Location: Europe
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| Tags |
| dungeon fantasy, worldbuilding |
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