As promised in my mini review of GURPS Dungeon Fantasy Denizens: Thieves, I'm rounding up and presenting ideas and content that I had suggested for the book during its playtest but that didn't end up between its pages.
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A mini review: GURPS Dungeon Fantasy Denizens: Thieves
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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The talented thief: Stealing the spotlight in GURPS and DFRPG
You know how it goes. You think “Hey, Iβll toss out some quick new Talents for thief characters”β¦ and the next thing you know, it’s an essay on where weaknesses lie in the fantasy thief template, why you would want to nab more Talents, whatβs already available, how new ones should be designed, how much your thief should spend on them, what else can boost the professionβ¦ Yeesh, itβs already looking like some unsolicited (and low-rent) first draft of Dungeon Fantasy Denizens: Thieves down there. Well, this article may not be the shortest thing you read today, but itβll slip you a swag bag of valuable (?) new Talents for characters (even…