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Delvers to Grow - fast character building for Dungeon Fantasy RPG and GURPS DF
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<blockquote data-quote="InexplicableVic" data-source="post: 8274572" data-attributes="member: 6788045"><p>I'm very excited by and backed this product. I think having a good framework for lower point play, and a simple way to build lower point characters, is just <em>great</em>. It will really expand the things that can be done with GURPS. To address a few points:</p><ul> <li data-xf-list-type="ul">Insofar as GURPS/DFRPG is concerned, the system is <strong>really</strong> <strong>great</strong>. Having played TTRPGs since the mid 1980s, starting with Basic D&D, this is my preferred and favorite system. I still play D&D (1e and 5e) several times per year, but DFPRG is a good 25x-30x per year for me these days. I love it.<ul> <li data-xf-list-type="ul">One commenter thought that perhaps the monsters were geared towards 250 point characters. That's not really accurate--they are all over the map. Depending upon party composition, tactics, etc., a group of 15 goblins could be a total cakewalk for five 250-point delvers or could be a TPK if the party is ambushed, they have major mismatches in some areas (e.g., goblins have missile fire, party has none), etc. You can totally play DFRPG with lower point characters; as the GM, you just need to be cognizant of the opponents. Mismatches in numbers (15 vs. 5, for example) is often far more deadly than a "tough monster" as a solo. Having delvers have to make multiple defenses each turn increases the likelihood of failure, etc. And if the opponents are making only one defense (or none) each turn, that also makes things harder.</li> <li data-xf-list-type="ul">Anyhow, I think that the companion product included, Crypt of Krysuvik, will be <em>very helpful </em>for purposes of running a 125 point game, and understanding how the baddies stack up against lower-point delvers. Personally, I think that adventure (and future products like that) are really what we need going forward, because technically the DFRPG and DF Fantasy line is "light" on adventures (although there are, frankly, plenty if you look in Pyramid issues, etc.). But that was always a real strength of D&D: all the damn modules that came out in the late 70s early 80s that made it easy to pick up and run with a group instead of demanding creativity and work from the GM.</li> <li data-xf-list-type="ul">I've played in Peter Dell'Orto's Felltower campaign for years using DFRPG. It's great. Feel free to read some of the delve write-ups at <a href="http://www.dungeonfantastic.blogspot.com" target="_blank">www.dungeonfantastic.blogspot.com</a>. I would say Felltower is on "hard mode," which I think is lots of fun, but as a GM, you can run it has hard or easy as you like.</li> <li data-xf-list-type="ul">I've been running Forbidden Caverns of Archaia (which is a 5e/S&W product from Greg Gillespie) for at least a year now (probably 20+ sessions) with DFRPG. It has worked out pretty great. Obviously there are tweaks that can (must) be made, but it's not that difficult once you have a good idea of what challenges players at various point levels.<ul> <li data-xf-list-type="ul">Interestingly, if Delvers to Grow existed before I started that campaign, I would have used that. A lot of the early stuff in Forbidden Caverns of Archaia are geared towards 1st and 2nd level D&D characters, so challenging 250 point delvers required a decent amount of work (and I am quite sure I did not beef it up enough, but it's been fun, so who cares).</li> </ul></li> </ul></li> <li data-xf-list-type="ul">All of that is to say: don't hesitate to jump into DFPRG/GURPS. Personally, I think the DFRPG boxed set is great because it really elegantly slims down the info from the GURPS Basic Set and GURPS Magic to those that apply to fantasy role playing (since GURPS is a toolkit that can work with <em>any</em> genre).</li> <li data-xf-list-type="ul">And all of THAT is to say that if you are taking the plunge with DFRPG, then I highly encourage people to also get Delvers to Grow. Because if you want a "zero to hero" kind of progression and feel, Delvers to Grow is going to make that really sing (from what I know).<ul> <li data-xf-list-type="ul">Adding one other point: DFRPG at 250 point play is tons of fun. But I do also want to play as a lower-powered delver as well. That's why this product is, in my opinion, so great. </li> </ul></li> </ul></blockquote><p></p>
[QUOTE="InexplicableVic, post: 8274572, member: 6788045"] I'm very excited by and backed this product. I think having a good framework for lower point play, and a simple way to build lower point characters, is just [I]great[/I]. It will really expand the things that can be done with GURPS. To address a few points: [LIST] [*]Insofar as GURPS/DFRPG is concerned, the system is [B]really[/B] [B]great[/B]. Having played TTRPGs since the mid 1980s, starting with Basic D&D, this is my preferred and favorite system. I still play D&D (1e and 5e) several times per year, but DFPRG is a good 25x-30x per year for me these days. I love it. [LIST] [*]One commenter thought that perhaps the monsters were geared towards 250 point characters. That's not really accurate--they are all over the map. Depending upon party composition, tactics, etc., a group of 15 goblins could be a total cakewalk for five 250-point delvers or could be a TPK if the party is ambushed, they have major mismatches in some areas (e.g., goblins have missile fire, party has none), etc. You can totally play DFRPG with lower point characters; as the GM, you just need to be cognizant of the opponents. Mismatches in numbers (15 vs. 5, for example) is often far more deadly than a "tough monster" as a solo. Having delvers have to make multiple defenses each turn increases the likelihood of failure, etc. And if the opponents are making only one defense (or none) each turn, that also makes things harder. [*]Anyhow, I think that the companion product included, Crypt of Krysuvik, will be [I]very helpful [/I]for purposes of running a 125 point game, and understanding how the baddies stack up against lower-point delvers. Personally, I think that adventure (and future products like that) are really what we need going forward, because technically the DFRPG and DF Fantasy line is "light" on adventures (although there are, frankly, plenty if you look in Pyramid issues, etc.). But that was always a real strength of D&D: all the damn modules that came out in the late 70s early 80s that made it easy to pick up and run with a group instead of demanding creativity and work from the GM. [*]I've played in Peter Dell'Orto's Felltower campaign for years using DFRPG. It's great. Feel free to read some of the delve write-ups at [URL='http://www.dungeonfantastic.blogspot.com']www.dungeonfantastic.blogspot.com[/URL]. I would say Felltower is on "hard mode," which I think is lots of fun, but as a GM, you can run it has hard or easy as you like. [*]I've been running Forbidden Caverns of Archaia (which is a 5e/S&W product from Greg Gillespie) for at least a year now (probably 20+ sessions) with DFRPG. It has worked out pretty great. Obviously there are tweaks that can (must) be made, but it's not that difficult once you have a good idea of what challenges players at various point levels. [LIST] [*]Interestingly, if Delvers to Grow existed before I started that campaign, I would have used that. A lot of the early stuff in Forbidden Caverns of Archaia are geared towards 1st and 2nd level D&D characters, so challenging 250 point delvers required a decent amount of work (and I am quite sure I did not beef it up enough, but it's been fun, so who cares). [/LIST] [/LIST] [*]All of that is to say: don't hesitate to jump into DFPRG/GURPS. Personally, I think the DFRPG boxed set is great because it really elegantly slims down the info from the GURPS Basic Set and GURPS Magic to those that apply to fantasy role playing (since GURPS is a toolkit that can work with [I]any[/I] genre). [*]And all of THAT is to say that if you are taking the plunge with DFRPG, then I highly encourage people to also get Delvers to Grow. Because if you want a "zero to hero" kind of progression and feel, Delvers to Grow is going to make that really sing (from what I know). [LIST] [*]Adding one other point: DFRPG at 250 point play is tons of fun. But I do also want to play as a lower-powered delver as well. That's why this product is, in my opinion, so great. [/LIST] [/LIST] [/QUOTE]
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