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<blockquote data-quote="uzirath" data-source="post: 7576301" data-attributes="member: 8495"><p>One of the things I love about <strong><em>DFRPG</em></strong> is that it simplifies both of these things. Not only are the templates quite easy to use, but they printed a booklet of sample characters. I've used many of these in my pickup games so that we can sit down, grab a pregen, and start playing within five minutes. Even with totally new players, I find that it's easier to teach them the game by playing, so rather than explain how the character sheet works, I'll throw them into a series of basic encounters, each one featuring a particular mechanic: skill rolls, quick contests, melee combat, ranged combat, spells, etc. This not only teaches them the rules, but they also embark on their first adventure.</p><p></p><p>Many players (including the author of the game) share additional sample characters on the <a href="http://forums.sjgames.com/forumdisplay.php?f=95" target="_blank">DFRPG forum</a> at Steve Jackson Games; most of them are indexed in <a href="http://forums.sjgames.com/showthread.php?t=152990" target="_blank">this thread</a>.</p><p></p><p>As for world building, that's always a daunting task. GURPS can be overwhelming in that regard because of the myriad choices and genre switches (and a mind-boggling array of books and PDFs). DFRPG deprecates all of that in favor of a generic fantasy world. You don't even have to name your home base town if you don't want to. There are simple mechanics in place to manage the various outside the dungeon tasks like selling loot, digging up rumors, researching the dungeon for clues, travel, etc. Even as a dedicated world builder, I've enjoyed jumping into Ye Olde Fantasy Realm and just naming things and developing the setting as we play. It feels a bit like how the original World of Greyhawk must have developed before it was published (I always loved how within a few hexes of Greyhawk city, you had every terrain type in the world; I can imagine the GM going, hmm, let's put a swamp over here, we haven't had a swamp adventure yet.)</p></blockquote><p></p>
[QUOTE="uzirath, post: 7576301, member: 8495"] One of the things I love about [B][I]DFRPG[/I][/B] is that it simplifies both of these things. Not only are the templates quite easy to use, but they printed a booklet of sample characters. I've used many of these in my pickup games so that we can sit down, grab a pregen, and start playing within five minutes. Even with totally new players, I find that it's easier to teach them the game by playing, so rather than explain how the character sheet works, I'll throw them into a series of basic encounters, each one featuring a particular mechanic: skill rolls, quick contests, melee combat, ranged combat, spells, etc. This not only teaches them the rules, but they also embark on their first adventure. Many players (including the author of the game) share additional sample characters on the [URL="http://forums.sjgames.com/forumdisplay.php?f=95"]DFRPG forum[/URL] at Steve Jackson Games; most of them are indexed in [URL="http://forums.sjgames.com/showthread.php?t=152990"]this thread[/URL]. As for world building, that's always a daunting task. GURPS can be overwhelming in that regard because of the myriad choices and genre switches (and a mind-boggling array of books and PDFs). DFRPG deprecates all of that in favor of a generic fantasy world. You don't even have to name your home base town if you don't want to. There are simple mechanics in place to manage the various outside the dungeon tasks like selling loot, digging up rumors, researching the dungeon for clues, travel, etc. Even as a dedicated world builder, I've enjoyed jumping into Ye Olde Fantasy Realm and just naming things and developing the setting as we play. It feels a bit like how the original World of Greyhawk must have developed before it was published (I always loved how within a few hexes of Greyhawk city, you had every terrain type in the world; I can imagine the GM going, hmm, let's put a swamp over here, we haven't had a swamp adventure yet.) [/QUOTE]
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