• Possibly the mythical Magery 4 spell
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    DFRPG resource: Wizardly Spell List

    In Dungeon Fantasy Roleplaying Game (DFRPG), what spells can a cleric or druid access with a given level of Power Investiture? We’ve got handy lists for that! And what spells can a wizard learn with a given level of Magery? We’ve got… well, not a handy list. Because it’s a little complex for the wizards. Learning a given spell requires a given level of Magery and, often, one or more prerequisites (which aren’t always even spells). So a list of spells by Magery level still wouldn’t let wizards just pick out spells like clerics and druids do. On top of that, such a list would be long, as wizards blow…

  • Delvers to Grow
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    Grow a delver – fast! – for the best dungeon RPG out there

    I’m late wth this post; the Big News in question is a Kickstarter campaign with 60 hours to go. But better late than an ogre punch upside the head (or something like that), as they say. Dungeon Fantasy Roleplaying Game (DFRPG) is the best dungeon RPG out there, for a ton of reasons. Its competition in the market includes a lot of truly great games (including a really big name or few), but DFRPG out-dungeons and out-dragons them all. (Yeah, that’s an opinion. Got lots more where that came from.) Characters in DFRPG are rich and detailed (like this guy!), and that’s a beautiful thing. Creating those unique personas can…

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    GURPS resource: New techniques

    Getting technique-al The skill sub-sets called techniques (pp. B229-233) are a fun part of GURPS. This page lists new techniques of my own invention. I’m no guru at technique design. My new techniques here are all simple creations, built without complication as a bonus to some existing use of a prerequisite skill, or a reduction of some existing penalty. Easy stuff. The only parts calling for a little thought are setting the maximum number of levels, and deciding whether the technique is Average or Hard. I’m still winging it, so feel free to modify my ideas, especially my arbitrary maximum levels. And please comment if you see flaws in my…

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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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    Tiny DFRPG idea: A better Green Thumb

    Following up on Tiny GURPS/DFRPG idea: A better Outdoorsman, let’s take a brief peek at the somewhat wan Green Thumb advantage in the Dungeon Fantasy Roleplaying Game (DFRPG). in GURPS, this 5-point Talent boosts a nice five skills: Biology, Farming, Gardening, Herb Lore, and Naturalist. In DFRPG, a shortened skill list means means fewer boosted skills: just the trio of Herb Lore, Naturalist, and Pharmacy (the skill of making mundane herbal medicines). These are good skills, but the DFRPG advantage has a wilted feel. Let’s give it some water and sun. Cultivating Green Thumb I’d like to see a more verdant Green Thumb that rakes in two more skills to…

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    A modest proposal: Friendlier character trait blocks in GURPS

    Players of GURPS know that the RPG has a simple rules set at heart, yet its reputation as complex lingers on. True, the system does have rules bits that delve deep into detail, though those are typically optional bits. The system also covers a vast breadth of topics, which many gamers unfortunately confuse with complexity. And there are perhaps a few spots where the game presents an appearance more daunting than the reality. Here’s a quick look at an example of the latter. It’s a small part of the game that doesn’t involve “complexity”, yet can induce a moment of dizziness even in me at times. I’m talking about long,…

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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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    Books we want: The big list of everything (GURPS/DFRPG)

    Here’s an evergreen topic in gamer conversations and in SJG Forum threads: What titles would we like to see next in the huge and eternally-growing library of GURPS (and DFRPG) supplements? My wish list follows. Common-sense disclaimer: This is not some deranged plea for SJG to drop everything and make these supplements, nor a suggestion that these would be successful supplements, nor even a claim that they’d be good supplements. This page is just a place to drop ideas for our mutual amusement. (And I’m not even going to include Vehicles for 4e. That’s been much discussed, and the Powers that Be have made clear that the work would face…

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    Game design musing: “Sims” (with a sample sports sim for GURPS)

    In this post, I muse that it’d be interesting to see examples of ways to game a sporting match in GURPS (or whatever game you like). By which I don’t mean some per-second simulation of every dash and tackle and kick by every player on the pitch, a la RPG combat. (Lordy, just imagine trying to play out a combat turn-based simulation of two 40-minute game halves. “Okay! We begin with Turn 1 of 4,800!”) No, I refer to some abstract simulation that resolves a complex activity in far less detail than what RPGs typically lavish on combat systems, while offering more of interest than a simple “Roll vs your…

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    GURPS/DFRPG resource: New weapons

    Minding the gaps This page concocts a handful of new weapons for GURPS and Dungeon Fantasy Roleplaying Game (DFRPG). These aren’t built from any fancy “design system” (including GLAIVE), nor are they conjured out of thin air; they’re simply extrapolated from the games’ weapon tables to fill in “gaps” among existing models. Wherever possible, data from the newer Low-Tech, Martial Arts, and DFRPG is used as reference, superseding information in Basic Set. (Some of the existing weapons discussed don’t appear at all in Basic Set.) In short, these serve no great need, and are some of the most mundane weapons you can find. But hey, what adventurer doesn’t appreciate more…