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  1. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    There is a GURPS PDF which guides a GM through setting up a campaign and optional rules to hit the key notes of a specific narrative inspiration you want to emulate - GURPS Adaptions. And I personally think GURPS has a good level of support for roleplaying. Again, there is a whole book on...
  2. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    The amount of character points PCs start with is up to the GM. While there are common point values, there are no specific rules defining that.
  3. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I saw one reviewed recently on The Player’s Aid YT channel. I think it was an American Civil War game.
  4. dbm

    GURPS Fantasy / Dungeon Fantasy (and beyond)

    I can sympathise over the squared maps, as I have about a dozen Loke map books which all use squares. The majority of maps for VTTs also seem to use squares. But I agree it is something you can work around fairly easily.
  5. dbm

    Tall vs broad advancement in RPGs

    I think something was lost when multi-classing moved away from the AD&D model. Given the way XP worked, a two-multiclass character would typically be one level behind a single-class character, which was a noticeable difference but they were still very able to contribute. Being a 5/5...
  6. dbm

    Tall vs broad advancement in RPGs

    Personally I prefer broad advancement for my characters. I like to be flexible, and find that this approach lends more to that in play. The tricky bit for a system is to be broad or detailed enough that you can have a party of broad characters without them all seeming cookie-cutter in nature...
  7. dbm

    Invincible RPG Announced by Free League

    Free League just publish that one, they didn’t write it.
  8. 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.
  9. 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)
  10. 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?
  11. 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.
  12. 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...
  13. 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.
  14. dbm

    What is a West Marches game?

    Smallville showed how to do that… (at least the heroes and villains part)
  15. 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...
  16. 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...
  17. 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…
  18. 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...
  19. 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.
  20. 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...
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