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#81 |
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Join Date: Sep 2007
Location: Arkham Asylum
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DF has been silly, not copyright infringing.
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Jazama Pajama Pajama Shimera Kazam Imera Imera Kazam Pajama Shimera Kazam Pajama Pajama! Check out my blog, Ambro's Brainwaves Pretend you have telepathy, read my thoughts! |
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#82 | |||||
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Join Date: Jun 2006
Location: Spain —Europe
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If for a chance you were thinking about non cartoonish art made by John Kovalic, I would be happy with that. Quote:
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Better, look for yourself. e23 offers previews of each PDF, and I believe the indexes are included. They are exhaustive. That should be enough for understanding the point you're asking for.
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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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#83 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#84 | |||||||
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Join Date: Jun 2006
Location: Spain —Europe
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(The same book with better budget for a suitable an excellent cover, I believe). Quote:
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I acknowledge Kovalic art is effectively hilarious, but usually I'm not much interested in such type of humor. Quote:
What you want to demonstrate, I think (for you implying that GURPS DF books are "dispensable, not essential resources", and GURPS Basic+Magic+Fantasy is enough), is every Dungeon Fantasy item isn't essentially but a worked example constructed with the "serious" and core GURPS books: that's true in most cases (not in Dungeon Fantasy 6 - Artifacts, for instance, with the 'rule' "It does what it does"), but the fact of these items (templates, gear, information, traps, monsters, treasure types, specific spell-lists, power ups, artifacts, races, different interpretations on already existent GURPS rules, etc) being derived from the main toolkit doesn't make the items to originate, describe, develop or to stat by themselves, so they are fantasy game resources that, despite owing themselves -mostly only in their mechanical aspects- to the GURPS toolkit, are original, new and irreplaceable, inestimable material available on the GURPS Line that people is, obviously, willing to pay for. It's creative work -and usually very well crafted!-, not stuff automatically easy to do for yourself with the toolkit (as Mailanka admits), material that you can't find published/repeated in other non-DF GURPS books. Quote:
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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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#85 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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And stubborn when provoked. Which makes for a fun combo, really. Try coaching me sometime! But more seriously, I have a backhand Kovalic writing credit to my name (for making fun of Gandalf, of all things) but nothing drawn by him for my work. I'd love to get him doing my art. Not all of it - I've suggested at least one other artist to Kromm for this book. And I'm not saying I want it to look like the Munckhin monster manual. But like I said, I can think of at least one monster that I'd like to see John Kovalic draw, in any style he so chooses to do it in.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#86 |
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Join Date: Aug 2004
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#87 | ||||||||||||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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What you seem to be missing is that I like DF. I like that it's silly and that I can use for games without deep characterization or serious thematic exploration. I also think Amon Amarth rocks too! And I enjoyed playing Diablo. I don't listen to Amon Amarth when I want to listen to Wagner. I don't play Diablo when want to play Morrowind. I don't play Dungeon Fantasy when I want a game with deep characterization and serious themes. Furthermore I don't see how "classic" modules like Temple of Elemental Evil (really can that title even be goofier? Evil as an element? An element of evil? An element that is evil? What does that even mean?) or Against the Giants can really be described as serious gaming for serious gamers. Quote:
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The question I was asking is what is missing from the rest of the GURPS line that you need currently to run a "serious" game with deep characterization and complex themes? What is specifically in the DF line that enables this that isn't in another GURPS book? Quote:
This is I think because you and Kromm are using silly very differently, here. |
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#88 | |
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Join Date: May 2007
Location: Verona, Italy
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Their games were a bit naive and predictable, perhaps, certainly not silly. Currently, I'm a player in a 'Return to the Temple of Elemental Evil' campaign (basically TEE on steroids, from the late 90s I think...). I admit that I constantly mumble to myself '...as a GM, I could not bring myself to do things such as these in my gurps game!...'. Still, the players are all very committed to the campaign. A couple of them take part in my own low-fantasy gurps game, too. If they were to choose between the two games, they'd probably opt for my game. Yet, this is because I managed to make them feel the passion and dedication I'm willing to put in this creation of mine, not because of the starting premises.
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My Vanity Vent... |
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#89 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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As I said up thread, I see the appeal of GURPS DF as primarily nostalgic and deconstructionist. It's fun to play games with my up grown-up tastes deliberately suppressed. Just like it's fun to listen to Haggard or to watch cartoons. Quote:
A DF adventure where involving a raid on a tribe of "monsters" isn't going to concern itself with the social, political, or ecological effects of the raid. There aren't going to be any non-combatants for the PCs to worry about. PCs aren't going to have difficult moral choices that lead to possible atrocities that torture them all of their days. A realistic serious fantasy campaign would concern itself with these issues. DF doesn't. That is the sort of silly that I think Kromm is talking about. Somehow I really doubt that if Kromm changed his mind and put out DF 15: Post Traumatic Stress Disorder, DF 16: Serfs, and DF 17: Plagues the critics in this thread would be all that happy. Last edited by sir_pudding; 09-06-2010 at 12:20 PM. |
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#90 | |
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Join Date: Nov 2006
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The Elder Elemental God was a column of elemental energy that was worshipped through the clerics of air, fire, water and earth. But this elemental god was not a mere abstraction though, it was an avatar of Tharizdun who was using Zuggtmoy to try to escape his prison. Tharizdun is the AD&D version of Nyarlathotep and this god has been imprisoned due to the fact that he would destroy everything if released. So Tharizdun was using Zuggtmoy and Iuz to get enough worshippers to give him the power to break his prison. The adventure starts after the temple has been sacked and the former clerics are trying to rebuild it. They have no way to contact Zuggtmoy due to the binding placed by the forces of good. But Zuggtmoy is in the temple trying to find a way to break free while Iuz is content with rebuilding his own worshippers. |
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| Tags |
| art, dungeon fantasy |
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