Skip to main content

DFT2 Notes



...yeah, I got nothin' for this.

OK, maybe a little. GURPS Dungeon Fantasy Treasures 2: Epic Treasures is the result of my suggesting, around the time I was finishing up DFT1, that if we're going to have #1 in a series, it's just polite to have #2 in the pipeline as well. The Powers That Be agreed, and here we are.

I think the "Making It Epic" section in the introduction, discussing approaches to take to big treasures, may be the most important and reusable part of the book. Big treasures should go beyond mere bonuses (though, certainly, there are a few things which are all about the mere bonuses in there a page or two on). The GM has to consider scope in different ways, several of which I suggest, and each item in the book has a power in some way related to those criteria.

For example, the Marvelous Crab is about freedom of movement and, to some extent, freedom from resource management. It's not a fantasy tank. And despite calls from multiple playtesters to add claws, make it more armored, and so on, I kept it as a movement-only device. It provides transportation for a reasonably sized party and a lot of gear and/or loot at better speed and with better DR than a wagon while avoiding a lot of terrain problems (Rocks and pits? Step over them. River or small lake? Go under them.). While it does cost FP to use, it only needs FP from one character at a time so travelers can swap driving duties, and there's no need to carry along feed for beasts of burden. For long-distance travel, that's an excellent deal. As one of the playtesters (who shall remain nameless, except to say that it was Peter Dell'Orto) pointed out, if the Crab is more capable, the question becomes more "how can we fight from inside the Crab" and less "how can we get to the adventure in it."

Comments

That nameless playtester seems pretty smart.
Iron Llama said…
Yeah, but I hear he's sleeping with your wife.

Popular posts from this blog

Writing GURPS Adventures

Someone over on the forum asked for advice on writing adventures for GURPS. Or more specifically, in context, writing GURPS adventures with an eye towards publication by SJ Games, which is a very different animal. Whatever method and structure you have for writing up adventures for your own use is, of course, the best and you should use it for your own purposes. But we're talking about commerce here, not just art, so this should be thought of as advice on how to do business with a particular publisher, not generally useful advice on how to write adventures.

I need to start by defining a term. SJ Games means something specific by "adventure." As the wish list uses the word, an adventure has a plot, or at least something plot-like in it. It presents a specific problem to solve through a progression of encounters. They are not sandboxes. Sandbox-style adventures, with their multiplicity of possible PC objectives, are, in the terminology of the wish list, locations. There ar…

Writing Historical RPGs, Doing Diversity

For a few years now, I've been seeing things like this and reading pieces elsewhere about apparent conflicts between historical accuracy in historical or pseudo-historical fantasy games and issues of deep interest to some parts (and some potential parts) of the modern gaming audience. I tend to write things which are both connected to history and are written to enable the fantasies of modern people, some of whom have a specific interest in not reproducing problematic parts of the past and present in their recreations, so it's something which touches on stuff that I do. And I think I tend to move and write in circles where this tends not to get much thought or attention even though I write for a game which makes accuracy a priority, so while none of this is new to people who grapple with these issues regularly, I'm thinking maybe I should say something about it to get it into spaces where I work.

So, how do I approach the demands of both accuracy and diversity in the stuff …

Alea Iacta Est

Devices to ensure fair play in dice games go back a long way. The Greeks and Romans used devices like internally-ridged dice cups to make sure game players couldn't unfairly control the spin and roll of the dice.

And, of course, they invented the dice tower. The earliest known dice tower is a 4th century item found near Cologne.






I started playing with a 3d-printed implementation of it a while back, forgot, was reminded of it, and finally got around to finishing.


It's not a perfect implementation. It lacks the pine cones of the original (not included in the picture above), nor the little bells, nor the dolphins, but those can be added easily. It isn't hinged like the original (Lightweight PLA hinges? Nah.). And the steps appear to go up a bit higher in the original. Still, it gets the job done and looks reasonably Roman.


And for anyone interested in making their own, I've put the files on Thingiverse.