Dungeon Fantasy Denizens: Thieves is a new entry in the Denizens sub-series of the Dungeon Fantasy series for GURPS. It joins the earlier Dungeon Fantasy Denizens: Barbarians and Dungeon Fantasy Denizens: Swashbucklers as the third work to explore and expand a Dungeon Fantasy profession. (Or the fourth if you count Dungeon Fantasy 7: Clerics, but thatβs a different sort of entry.) Whatβs in there Like its sub-series predecessors, Thieves aims for completeness in detailing its profession. The main text compiles lots of new and old information: In short, it’s a catalog of traits and gear for thievish characters. Which on its own would feel incomplete, but call-out boxes add thoughts…
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Books we want: Character journal for DFRPG (plus TFT Deluxe Character Journal: A review)
I earlier took a look at three dungeon planner products for mapping out fantasy adventures, and added thoughts on what I’d pack into an ideal planner for a game like Dungeon Fantasy Roleplaying Game (DFRPG). Let’s look at a similar product: the character journal. Picture a slim notebook that includes all the offerings of a full-featured character sheet, plus more space for back story, adventuring records, artwork, and… hmm, what else? That’s the topic. Why a journal? Nothing’s wrong with the old way of maintaining your adventuring alter-ego: character sheets! Purchased in pads, photocopied from books, downloaded and printed out, scrawled at home, it’s all good. Plain old sheets –…
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Books we want: The perfect dungeon planner (plus three dungeon planners: A review)
Steve Jackson Games (SJG) recently dropped two nifty dungeon planner products, one for its (GURPS-derived) Dungeon Fantasy Roleplaying Game (DFRPG) and one for its (GURPS-spawning) The Fantasy Trip (TFT) system. Around the same time, a Kickstarter campaign let me pick up a system-agnostic adventure planner from a different (but not unrelated) source: the Dungeon Crafter’s Sketch Book by Philip Reed, CEO of SJG and launcher of many personal RPG products on Kickstarter. Dedicated planner books, for a task that graph paper and any old notebook have always handled just fine? Let’s see what these products bring to the table. And after that, let’s indulge in unhinged thoughts on creating the…
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Dungeon Fantasy RPG: The Notes (Part VI)
What? I still have unposted “review” notes on the Dungeon Fantasy Roleplaying Game (DFRPG)? Let’s make this the last installment. Sure, there’ll be more to say about the game β thoughts, content (monster and character ideas, etc.), play reports, lots of stuff. But it’s well past time to close up this World’s Slowest Unboxingβ’. What’s left to talk about? Not details of spell lists or combat options, but meta-stuff. And comments on artwork. Wrapped up with thoughts on the game’s future. Before the big stuff, a few more random observations: Miscellaneous stuff Default roll vs Connoisseur (Gaming Art) So, how about the books’ art? I can say a lot…
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Dungeon Fantasy RPG: The Notes (Part V)
It’s time for more notes on Dungeon Fantasy Roleplaying Game (DFRPG), Steve Jackson Games’ condensation of the GURPS roleplaying system and its Dungeon Fantasy (DF) series into an all-included, standalone game. The first four articles looked at specific books and components; this installment will add a few observations on the product as a whole. And even then, I believe I have another installment in store for later. (Just think of this as the slowest unboxing ever.) The dire elephant in the room We can’t jump in without mentioning this big piece of DFRPG news, announced in the Steve Jackson Games (SJG) Report to the Stakeholders for 2017 just a few days…
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Dungeon Fantasy RPG: The Notes (Part IV)
After a bit of a recess, itβs time to report more impressions of Steve Jackson Games’ boxed Dungeon Fantasy Roleplaying Game (DFRPG). (“After a bit of a recess”? All my posts are bookended by recesses longer than the lives of small animals.) This installment comments on goodies outside the core five books: the maps and Cardboard Heroes included in the DFRPG box, and the separately sold DFRPG GM Screen and its included booklets. I think I have enough notes for one more installment after this, covering meta-level observations about the game. For now, letβs gaze upon those stand-up heroes as they adventure across those lovely maps. (Recap: Part I offered miscellaneous…
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Dungeon Fantasy RPG: The Notes (Part III)
On to Part III of thoughts upon exploring Dungeon Fantasy Roleplaying Game, the latest “powered by GURPS” wonder from Steve Jackson Games. Part I offered miscellaneous notes on the Adventurers book. Part II focused on Adventurers‘ catalog of skills. Here in Part III, I look briefly at the remaining four books found in the game box. Exploits Unless I’m missing it, DFRPG doesn’t offer Optional Rule: Extra Effort in Combat from GURPS (BS p. 357). That’s a bit too bad, as the rule is useful for letting fighter-types burn off FP for nifty minor combat boosts, which in turn means more tactical options and more resource management fun. Well, like a lot of rules bits, itβs an easy thing…
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Dungeon Fantasy RPG: The Notes (Part II)
It’s Part II of a scattershot passel of notes on Dungeon Fantasy Roleplaying Game, the GURPS-based all-in-one game that everyone’s talking about. (They are. You just can’t hear them all the time.) Part I offered miscellaneous notes on the Adventurers book. This installment focuses on Adventurers‘ catalog of skills, a key component of a DFRPG character. Part III and later will look at additional books and other facets of the game. (Abbreviations: “DFRPG” is Dungeon Fantasy Roleplaying Game; “DF” is Dungeon Fantasy, SJGβs “full” series of dungeoneering books for use with the regular GURPS Basic Set.) Skills in Adventurers A farewell to skills DFRPG pares down the GURPS skill list…
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Dungeon Fantasy RPG: The Notes (Part I)
ME the other day: “Good morning! Imma do so much today!” SJG: “O Hai! I haz DFRPG in the mailz!” [later…] Everyone around me: “…Hello?… You still alive?…” Dungeon Fantasy Roleplaying Game is real, and it’s pretty spectacular. There are plenty of reviews of this GURPS-based, back-to-hack-n-slash offering from Steve Jackson Games; you’ll find a list of reviews here. I’m offering the lazy man’s variant of the review: an unwashed handful of disjointed observations. Part I is small: thoughts on part of DFRPG‘s Adventurers book. Part II will wrap up that book with a lot of notes on skills, one of the key components of any GURPS/DFRPG adventurer. Part III…
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Books we want: An updated GURPS LITE
Do we really need a new GURPS LITE? No. There may be lots of books we’d like to see updated (or created), but nothing about GURPS LITE demands a new version. It has always been, and still is, a well-made and perfectly playable introduction to GURPS. A read through the work, though, suggests a number of ideas for small improvements, additions, and, yes, subtractions. Even if none of those are pressing, LITE has been out there for a whole bunch of years. With LITE as the first GURPS that many people will see β and the only GURPS they’ll see if they aren’t impressed β isn’t it worth revisiting the…