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#1 |
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Join Date: Apr 2008
Location: Wylie, TX
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__________________
Be Thankful For Everything For Soon There Will Be Nothing! |
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#2 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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You probably want to start with DF 1,2,3. 1 and 2 at a minimum. You need GURPS Basic Set (both volumes), but you'll only read some parts of the book.
DF is not a wargame. Multiple PCs might be hard on both of you. Reconsider starting with one character. Or perhaps with a PC and an NPC Henchman/Minion (who will be vaguely controllable by your wife during combats, but otherwise played as a proper NPC by you). A note on DF mages: they're not quite the artillery pieces that they are in some other games. Think carefully before running into a combat while playing one. DF is originally intended for multiple players and a single GM. You might want specific advice on GMing it for just one, such as 'hybrid' templates (e.g. warrior-thief). If you and you wife enjoy Conan-esque fantasy, this might be a preferable approach. |
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#3 |
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Join Date: Aug 2004
Location: Austin, TX
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I'd start by you and your player reading DF1. Pick a couple of good archetypes (Holy Warrior*, Knight, and Thief, probably) and read through their Advantages, Disadvantages, and Skills in GURPS Basic set (Vol 1), plus the chapter on Equipment. Let the player design the 3 characters.
While the player is designing characters, read through DF2. Create a small dungeon (3-5 encounters) using the advice and the monsters in DF2. Start playing. Have fun! You may want to see if there's an online DF game that would let you sit in and observe other people playing. My game is defunct, but the transcripts are still available at http://westmarchsaga.wikia.com/wiki/Caverns_of_Madness and might give you a sense of how the game is played. * Make sure the Holy Warrior has the Healing advantage. Now you have supernatural healing without needing to read or understand the magic rules. |
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#4 |
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Join Date: Mar 2005
Location: Harrisonburg VA
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Embrace the fifteen minute workday.
Have a "town" location and a "dungeon" location... with enough dungeon that a dozen trips won't finish it off. If the player dies badly enough, say "oh well... it was just a practice game. Now what do you really want to do?!" But if there is any attachment on the player's part... or if it just makes sense... have the monsters take the "dead" character hostage and nurse her back to health in time to negotiate for her return to civilization by a new set of PC's. Keep on the Borderlands is classic, brilliant fun. No matter what the rules or monster stats are, it's balanced. The key is an adventure design that allows for scads of choices and a huge variety of outcomes and approaches. If you keep repopulating the dungeon between sessions, you can keep using the same map for months-- it's less work and the sense of reality is improved! |
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#5 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Quote:
If you just want high-level swords and sorcery, all you need is the two volumes of the GURPS Basic Set. Make characters at around 250 points for high-level games or 100 points for low-level, start-from-the-bottom games. Make everything up. If you insist on the GURPS line, you need: GURPS Basic Set (both volumes) GURPS Magic GURPS Dungeon Fantasy 1 and 2. If you want a pre-made adventure, get GURPS Dungeon Fantasy Adventures 1. When other people tell you you must have other volumes, they're thinking of their own preferences. You don't need GURPS Martial Arts or any other DF books. In any case, a group new to face-to-face RPG and to GURPS would do well to begin with as few books as possible, then start adding other books as they get comfortable with what they're already using. There's a whole line of DF books you can easily add later without disrupting the game. |
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#6 | |
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Join Date: Mar 2005
Location: Harrisonburg VA
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Quote:
Do not underestimate the fun potential of a simpler game done just with Basic Set. |
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#7 | |
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Join Date: Nov 2005
Location: Midwest, USA
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Without a tutor, there is going to be no "ASAP" about it. Some GM's on here plan for months before starting a story arch. GURPS requires a high amount of preparation when starting from scratch. Sure, in time you'll shourten prep time as you build your generic monsters and NPC's and dungeon rooms and traps, etc., but you have basically no table top experience at all and your only GURPS experience is reading Lite. Yikes! Not trying to discourage you. Just saying that I agree this is one heck of mountain to climb at all, let alone sprint to the top. Mlangsdorf, as usual, gives good advice. Short and simple. Make 4-6 rooms with good descriptions, two, maybe three total combat encounters counting the "boss," and a treasure. The goal should be equally concise. At this point, you really need to take me up on my offer or find someone local who's willing to do the same. You're not going to teach yourself GURPS Fourth Edition and Dungeon Fantasy in anything similar to "ASAP." Here's some reading in the meantime:
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#8 | |
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Join Date: Apr 2008
Location: Wylie, TX
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Quote:
__________________
Be Thankful For Everything For Soon There Will Be Nothing! |
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#9 | |
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Join Date: Nov 2005
Location: Midwest, USA
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Quote:
I played GURPS Fourth Edition for years with the Basic Set and Magic. Only recently have I started using Dungeon Fantasy. However, as long as you stick to the Basic Set, Magic, and DF 1-3, you'll be fine. DF simplifies things in many ways, which is good. Just don't wander into Low-Tech, Martial Arts, and Powers until you've gained a very strong mastery of the Basic Set.
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#10 |
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Join Date: Aug 2009
Location: Bremerton, WA
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If you want to hop in ASAP I would consider picking up DF: Loadouts, http://www.sjgames.com/gurps/books/d...geonfantasy13/. I haven't used it, but it is designed to take away that nasty time suck of everyone showing up for game time and then realizing that they need to buy gear...sometimes for hours. It has predesigned loadouts for different professions with lenses to customize the loadout.
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| Tags |
| dungeon fantasy, feedback, neophyte, new players, no experience, one-on-one gaming, single player gaming |
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