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#2 | |
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Join Date: Dec 2008
Location: Cumberland, ME
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Quote:
And yeah, yeah, you can just buy the PDFs and have them printed and bound as a single copy, but it's much easier for lazy people like me to just have it there to begin with. =P Cheers. |
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#4 |
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Join Date: Aug 2007
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#5 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Probably because it generally is not seen at the FLGS.
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#6 |
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Join Date: May 2007
Location: Verona, Italy
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To me, DF is a real winner, mainly thanks to its palpable crunchy-ness.
I don't use it as a whole (I skip the whole wealth gathering aspect, for instance), but this is true just for every single gurps book. It gave me reliable and play-tested modifiers for ambushing and unrealistic speedy healing, it pointed out uses for all those obscure skills, etc. etc. And while Creatures of the night is always an interesting and inspirational read, DF gave me examples of combat-effective monsters and their stats (even if I never used any of them). In short, it gave me reliable standards I could cling to. And yes, I found DF 2 to be the most useful volume by far. I grew a bit tired of all these gurps templates, a bit redundant every now and then (like those in MA: it should be obvious that enhanced defense and weapon master/trained by a master are good and viable choices for martial artists!). A big flaw of the Basic Set books is that the rules are presented in such a way that you have to read them thoughly to grasp them. You must read the whole paragraph about 'Nets' to be reminded of all the modifiers, you cannot readily infer them quickly glancing at it. In part, DF 2 amends this. |
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#7 |
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Join Date: Aug 2004
Location: Y'know, around.
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I can also report that GURPS Dungeon Fantasy is good for conventions, where you don't have the time to get everyone into character and acquainted with an unfamiliar setting -- just drop characters into their laps, give them a barebones goal, and get people playing GURPS.
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#8 |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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I use some of the ideas in my non-DF games, but otherwise it does remind me of the old D&D games we had a long time ago... a bit too much. I'd rather try and figure out something new to do with it.
__________________
-safe from the children born as ghosts |
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#9 | |
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Join Date: Jun 2006
Location: Spain —Europe
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Quote:
There are efforts, too, by influential Liches and Evil Archmages for protecting their dungeons from complete mistreatment and ransackings: while they blame Dungeon Fantasy, they are talking with UNESCO trying to promote Dark Towers, Cursed Crypts and Deathtrap Dungeons to Patrimony of Humanity status for protection. Right. There are people who left behind D&D for GURPS, because they felt D&D's rule system wasn't good enough for handling "fantasy", "dungeon adventuring", "action fantasy gaming" or [put your favorite designation here]. They wanted a better, proper way for running their favorite genre. I guess GURPS Dungeon Fantasy is a winner for them.
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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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| Tags |
| dungeon fantasy |
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