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Delving Into Worlds Of Dungeon Fantasy With GURPS
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<blockquote data-quote="FormerlyHemlock" data-source="post: 8818073" data-attributes="member: 6787650"><p>Yeah, it's a good choice for those who either:</p><p></p><p>1.) Want a better balance between spellcasters and warriors, in and out of combat. (Thieves still have issues; they are less bad in DFRPG than some other games for to the ability to set traps, but spellcasters and warriors are still more compelling.)</p><p></p><p>2.) Like to customize PCs to express themselves, such as a by playing a lecherous swashbuckling bullwhip-wielding half-ogre archaeologist or a halfling cleric with a bad temper, fanaticism, and a penchant for cursing NPCs who displease him if he doesn't just blast their guts out with sunlight.</p><p></p><p>3.) Like playing with tactics (seeking high ground) and gear (wearing boots that give you the advantage on bad terrain). DFRPG has a good encumbrance system (no easy choices), and a good money mini-game with lots of interesting decisions to make about how to make money, how to spend it, and what to carry at any given moment (and where to stash the rest).</p><p></p><p>4.) Don't love having players outgrow the gameworld, or don't like spending a lot of time waiting for "high-level" abilities to come online. DFRPG believes in making pretty much all abilities potentially accessible to starting characters; you can't have all of them at once until much later, but the game is not meant to change radically at "high levels" in the same way that D&D 5E games change once Planar Binding, Wall of Force, and Teleport come online. You get better at your profession as the game goes on, like an action hero getting more over the top with every sequel, but you're still effectively in the same movie franchise.</p><p></p><p>If I am running a game for new players, I like AD&D for players who want a rules-lite, OSRish experience where the results of combat are more interesting than combat itself (such as dealing with loss, or trying to avoid combat through roleplay, or gaining new abilities like Teleport) and DFRPG if the players are more likely to be interested in "how" questions like "how do we climb the wall?" and "how do we get the treasure that is guarded by 30 hobgoblins?"</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 8818073, member: 6787650"] Yeah, it's a good choice for those who either: 1.) Want a better balance between spellcasters and warriors, in and out of combat. (Thieves still have issues; they are less bad in DFRPG than some other games for to the ability to set traps, but spellcasters and warriors are still more compelling.) 2.) Like to customize PCs to express themselves, such as a by playing a lecherous swashbuckling bullwhip-wielding half-ogre archaeologist or a halfling cleric with a bad temper, fanaticism, and a penchant for cursing NPCs who displease him if he doesn't just blast their guts out with sunlight. 3.) Like playing with tactics (seeking high ground) and gear (wearing boots that give you the advantage on bad terrain). DFRPG has a good encumbrance system (no easy choices), and a good money mini-game with lots of interesting decisions to make about how to make money, how to spend it, and what to carry at any given moment (and where to stash the rest). 4.) Don't love having players outgrow the gameworld, or don't like spending a lot of time waiting for "high-level" abilities to come online. DFRPG believes in making pretty much all abilities potentially accessible to starting characters; you can't have all of them at once until much later, but the game is not meant to change radically at "high levels" in the same way that D&D 5E games change once Planar Binding, Wall of Force, and Teleport come online. You get better at your profession as the game goes on, like an action hero getting more over the top with every sequel, but you're still effectively in the same movie franchise. If I am running a game for new players, I like AD&D for players who want a rules-lite, OSRish experience where the results of combat are more interesting than combat itself (such as dealing with loss, or trying to avoid combat through roleplay, or gaining new abilities like Teleport) and DFRPG if the players are more likely to be interested in "how" questions like "how do we climb the wall?" and "how do we get the treasure that is guarded by 30 hobgoblins?" [/QUOTE]
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