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  1. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    The Action! line is all about using more fuzzy / less concrete options to keep things moving. There’s usually a GURPS for any variation you want to go with.
  2. dbm

    Anybody playing Dragon Warriors?

    The main tactical choice in DW is avoiding being ganged-up on. Since you split your defence score between your attackers, being out-numbered is very dangerous. That makes it potentially more tactical than contemporary D&D IMO. (still have the originals, plus the Serpent King books on my shelf)
  3. dbm

    [General Discussion Q&A] Shadow of the Weird Wizard [+]

    I bough SotWW a little while back and have read the player's and GM's books. It's an interesting, relatively lightweight system. I would be very interested to hear actual play experiences, especially how GMs find the non-combat elements of the rules?
  4. dbm

    Which 80s wargames and adventure games do you still play?

    There is a new ‘retro clone’ of Magic Realms - Dragons Down. Much easier to get hold of, and the rules have been cleaned up, too.
  5. dbm

    Which 80s wargames and adventure games do you still play?

    Titan is amazing and pretty unique. You move around a strategic board, recruiting forces, and when army stacks meet you break out small boards with tactical maps on them to fight. I have never come across another game which encompasses the strategic and tactical in this way. The downsides are...
  6. dbm

    Which 80s wargames and adventure games do you still play?

    I still play Car Wars, but now with the 6e set. I still own Titan, and would play it again, but haven’t in a long time.
  7. dbm

    What is a West Marches game?

    Smallville showed how to do that… (at least the heroes and villains part)
  8. dbm

    What Makes A Successful Superhero CAMPAIGN

    To me, this is where effects-based systems really shine. You can usually build anything and cloak it in whatever description you want or need. The question then becomes - do you want a character who can do what Iron Man can do, or do you want a character ‘like’ Iron Man which implies a stronger...
  9. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I would definitely use Sorcery if I wanted to bring in other powers-based systems like the divine and psionic powers books. It’s very robust for that sort of thing. I would also use it if I wanted a super-magician in a supers campaign. The thing I like about RPM is that it defaults to magic...
  10. dbm

    What is a West Marches game?

    A read a while back about someone who did run a West Marches style supers campaign. They built a matrix of plots and enemies that connected to each character and would use that to spin up the session based on which players attended, pretty much spontaneously. Sounded cool…
  11. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Talking about magic, the classic system for GURPS is known as ‘spells as skills’ by many people. Here. magic is implemented through an extensive set of skills, each spell a separate skill. These are organised into colleges like ‘communication magic’, ‘fire magic’ and so on, and there are...
  12. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Oh sure (it’s my current #1 game); but it isn’t as modifiable as GURPS IMO as it isn’t as granular. There are fewer levers to pull or dials to twiddle.
  13. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    There are many ‘generic’ systems, for sure. I have most of them since I love flexible engines. But I would agree that GURPS is top-of-the-pile for adjustability. Fate, Fudge, and Cortex Prime can all do as wide a range of genres, but they achieve that by having few rules / build your own rules...
  14. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    There are a whole bunch provided and it just says to discuss with your GM if you want something different. That’s pretty much Rule 1 when making a GURPS character anyway…
  15. dbm

    What Makes A Successful Superhero CAMPAIGN

    This is the best typo I have seen for some time… Maybe those aliens like to snack on tasty crims… Love a Cornish Pasty 🙂 To the thread properly - I think world building is interesting. My most recent supers campaign was built around a single origin for all powers, which means players adding...
  16. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Talents are the solution to that problem. You can design a group of related skills which the bonus applies to.
  17. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Power Ups 10 basically offers a system for doing that, and Kromm is currently working on Power Ups 11 which will offer even more options for changing the skills system.
  18. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    From 3e Core revised, p51, on Guns: “This is the ability to use any type of 20th-century cartridge-type gunpowder weapon. Add 1 to your skill for an IQ of 10 or 11, and 2 for an IQ of 12 or better. Modifiers: See Familiarity, p. 43. -2 for an unfamiliar weapon of a known type (e.g., .22-cal when...
  19. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    Indeed, as @Staffan says, within the Guns skill description it says specialisation is mandatory, and there are other limiting factors like differences in Tech Level (so using a WW2 sniper rifle would be more difficult if you are used to a modern sniper rifle - and the older rifle would have...
  20. dbm

    What makes a successful superhero game?

    Another plus for Savage Worlds SPC - the core system has a Dramatic Tasks sub-system which is spot-on for this sort of thing.
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