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GURPS Dungeon Fantasy adventure module
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<blockquote data-quote="Argyle King" data-source="post: 5758701" data-attributes="member: 58416"><p>DF uses the same task resolution system as Basic Set GURPS, yes; you still roll 3d6 and all that jazz.</p><p></p><p>Yes, many advantages/disadvantages are packaged together. Much of the text for them is still in the Basic Set. However, DF has advice and a list of what 'would be appropriate*' for Dungeon Fantasy style games. </p><p></p><p>*By appropriate I suppose I mean the DF series assumes that certain elements of play are semi-handwaved or not given as much detail in a DF style game. That being said, there's no reason why you cannot still use those elements; the books are simply written assuming a somewhat specific style of play. You could still (and I have) run a DF game and incorporated elements from other sources. It all still works together. </p><p></p><p>The DF books also have a few new advantages and disadvantages. There are a few which are unique to the various 'classes' and races. For example, a knight might be able to choose certain options that a wizard cannot; an elf might have racial options which differ from those of an orc. Again though, the books aren't a straight jacket; they're simply written in such a way to kinda mimic the ideas of classes, races, and feats as made popular in some d20 games. There's no reason you cannot change how things work; they're simply already put together for you for ease of play and to make the 'leveling up' process faster. </p><p></p><p>If you really wanted to, you could still use Sci-Fi books and other things, but DF is not written with the idea that you will. That being said, there are a few sidebars concerning Psionics and the idea that cheesy psionic powers have been an established Dungeon Fantasy trope for years.</p><p></p><p>...that reminds me, the books are written with something of a sense of humor. The description of half-elves is one of my favorite examples. It's a serious product in that it can be used for a game, but there are a few blurbs within the books which poke some fun at the genre. I think most people who have played D&D and Dungeon Fantasy style games will appreciate the sense of humor. </p><p></p><p>Could you use it with 3rd Edition? Hmm, that's a good question. Converting from 3rd to 4th is fairly easy; in a past Dungeon Fantasy game, I've used 3rd's Fantasy Beastiary. I'm not nearly as familiar with 3rd as I am 4th, but I imagine it would be possible to perform the conversion steps in the opposite direction if you wanted to convert something from 4th to 3rd. As I've never attempted to do so, I cannot vouch for how much or how little work it would take to do so. All I can say is that I found the conversion process to go from 3rd to 4th easy enough that I bought some of the old 3rd books even though I play 4th. </p><p></p><p><a href="http://www.sjgames.com/gurps/resources/4eupdate.pdf" target="_blank">http://www.sjgames.com/gurps/resources/4eupdate.pdf</a></p><p></p><p>The only DF books you need are the first 2. The first one is akin to a player's handbook; the second is akin to a dungeon master's guide. The third is useful because it has racial templates; those are helpful for both the players and the GM, so I would recommend the third. Beyond that, everything else is optional.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5758701, member: 58416"] DF uses the same task resolution system as Basic Set GURPS, yes; you still roll 3d6 and all that jazz. Yes, many advantages/disadvantages are packaged together. Much of the text for them is still in the Basic Set. However, DF has advice and a list of what 'would be appropriate*' for Dungeon Fantasy style games. *By appropriate I suppose I mean the DF series assumes that certain elements of play are semi-handwaved or not given as much detail in a DF style game. That being said, there's no reason why you cannot still use those elements; the books are simply written assuming a somewhat specific style of play. You could still (and I have) run a DF game and incorporated elements from other sources. It all still works together. The DF books also have a few new advantages and disadvantages. There are a few which are unique to the various 'classes' and races. For example, a knight might be able to choose certain options that a wizard cannot; an elf might have racial options which differ from those of an orc. Again though, the books aren't a straight jacket; they're simply written in such a way to kinda mimic the ideas of classes, races, and feats as made popular in some d20 games. There's no reason you cannot change how things work; they're simply already put together for you for ease of play and to make the 'leveling up' process faster. If you really wanted to, you could still use Sci-Fi books and other things, but DF is not written with the idea that you will. That being said, there are a few sidebars concerning Psionics and the idea that cheesy psionic powers have been an established Dungeon Fantasy trope for years. ...that reminds me, the books are written with something of a sense of humor. The description of half-elves is one of my favorite examples. It's a serious product in that it can be used for a game, but there are a few blurbs within the books which poke some fun at the genre. I think most people who have played D&D and Dungeon Fantasy style games will appreciate the sense of humor. Could you use it with 3rd Edition? Hmm, that's a good question. Converting from 3rd to 4th is fairly easy; in a past Dungeon Fantasy game, I've used 3rd's Fantasy Beastiary. I'm not nearly as familiar with 3rd as I am 4th, but I imagine it would be possible to perform the conversion steps in the opposite direction if you wanted to convert something from 4th to 3rd. As I've never attempted to do so, I cannot vouch for how much or how little work it would take to do so. All I can say is that I found the conversion process to go from 3rd to 4th easy enough that I bought some of the old 3rd books even though I play 4th. [url]http://www.sjgames.com/gurps/resources/4eupdate.pdf[/url] The only DF books you need are the first 2. The first one is akin to a player's handbook; the second is akin to a dungeon master's guide. The third is useful because it has racial templates; those are helpful for both the players and the GM, so I would recommend the third. Beyond that, everything else is optional. [/QUOTE]
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