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Still Not Designer's Notes for GURPS Dungeon Fantasy 17: Guilds

I've been the beneficiary of a recent wave of GURPS-related reviews, notably for the new book. The common thread is about how it nudges the Dungeon Fantasy line in the direction of social complexity, world-building detail, and more non-combat interactions. This leaves me thinking that I wasn't clear enough about the book's intent.

I mean, yes, it does point in that direction for those who want it, but the objective I had was, basically, weaponizing social connections. Rank is a power-up. ARs allow adventurers to get their hands on some extra gear or other benefits at the beginning of an adventure, and guilds can send them on adventures where they get to keep all the loot. Apparently, the postmodernists were right about the author's intention and interpretation not being definitive.

Anyway, I have some additional thoughts about Guilds and it's relationship to Boardroom and Curia. I'll try to get those out there in the next few days.

Comments

If it makes you feel better, I'm all about weaponizing it. I'm just not using all of it, because my game doesn't need that many social connection weapons. :)

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