Monday, October 23, 2017

GURPS Print-on-Demand Update

Steve Jackson Games added some books to the GURPS Print on Demand title list.

Another of the books with my materials is up, too - the Dungeon Fantasy Companion contains my Magic Items book.

There are now 16 books available from CreateSpace or Amazon.com. I gather that SJG does a little better on the deal if you use CreateSpace, but if you've got Amazon.com Prime, it's just flat-out cheaper to the consumer to buy from them.



What is available right now are:

Dungeon Fantasy Companion
GURPS Bio-Tech
GURPS High-Tech
GURPS Horror
GURPS Infinite Worlds
GURPS Magic
GURPS Martial Arts
GURPS Mass Combat
GURPS Mysteries
GURPS Powers
GURPS Rogues (3e)
GURPS Spaceships
GURPS Thaumatology
GURPS Ultra-Tech
GURPS Warriors (3e)
How to Be A GURPS GM

If you want any of those in print, they're available. I have GURPS Ultra-Tech in POD, purchased from Amazon.com, and it's very nice.

Sunday, October 22, 2017

Retirement age in DF Felltower?

The idea of retired characters came up in the comments on another post the other day. Basically, I dismissed the idea that "Stericksburg" would be renamed after an active PC because he was pretty badass. Maybe when he's retired, I said.

When would that be?

Probably never.

No Mandatory Retirement Threshold

One thing about my game is that it's all about hack-and-slash fun.

So as long as someone is having fun playing their hack-and-slash guy, they can keep playing that guy.

There does reach a power level when you're basically not challenged by much of what you encounter. But GURPS is GURPS - there is never a level where you're effectively invulnerable. And no matter how powerful you get, there are things you just might not be able to deal with.

A perfectly lethal knight won't ever be able to overcome some magical effects, especially ones that automatically overcome resistance and need post-effect remedy, not a good roll.

An epic-ly powerful wizard won't be able to overcome foes in melee in a NMZ.

A powerful cleric might wave away undead with trivial ease but lack to the ability to destroy non-undead with sufficient ease.

So I'm not especially concerned. As long as people are having fun with their guys, they can run their guys. I'll let them sort out the who and what and when of stopping playing a particular paper man. And if someone wants to basically set a PC aside for special occasions, that's fine too. We've got a dozen or so templates to choose from and lots of levels, side levels, attached side areas, and so on to explore in the megadungeon game. It's all about the player's fun, not the PC.

One of my players did say, basically, that he means to keep playing one of his guys until he dies and can't get brought back. That's not counter to the game. You don't win in DF Felltower by getting to retirement age or being unbeatable. You win by risking your paper man to have fun. And as long as I can keep up the challenges, why set a PC aside?

Saturday, October 21, 2017

On the painting table: Desmond and Hayden the Unnamed Knight

Here is what I'm starting to paint:




Desmond isn't base-coated yet, but he'll get that tonight. He's from one of the Bones Kickstarters.

Hayden has a black base coat and gunmetal grey on his metal gear. He'll get more metallic paint, a re-coating of the red and tan he had before, and some general highlights. He's a TSR elf fighter from a TSR boxed set:

Friday, October 20, 2017

Pyramid #3/108 - What new monsters?

So I wrote some new monsters for the DFRPG-themed issues of Pyramid. What are they?

Here they are by name, and any variations offset below.

Cerberus
     The Cerberus
Colchis Bulls
     Iron Bull (aka Gorgon)
     Rock Bull
     Storm Bull
Ghoul*
Giant Beetle (grouping)
     Big Beetle
     Big Bombardier Beetle
     Humongous Beetle
Giant Centipede (grouping)
     Big Centipede
     Humongous Centipede
Giant Frog (Grouping)
     Big Frog
     Big Killer Frog
     Huge Frog
     Huge Killer Frog
Hydra
Shamblethorn**
Wyvern

Many of these you've seen in my games, and if you haven't, you eventually will.



* Based on the ghouls/wights of Felltower.
** the fabled "root men" of the Cold Fens, which my players call shambling mounds. They are, basically, but also sort-of not.

Thursday, October 19, 2017

Pyramid 3/108

The new issue of Pyramid just came out today:



I've got a few monsters in it.

I'll try to get a good look at everything and post about the contents ASAP.

Wednesday, October 18, 2017

How tough was Baron Sterick the Red?

So Baron Sterick the Red was slain in my Felltower game.

How tough was he?



(A sword-swapped version of Boris Mingla, Evil Warlord, by Werner Klocke)


Sterick was a human knight and clocked in around 525 points.

A good chunk of that was non-relevant skills like Strategy, Tactics, Leadership, etc. It included his Born War Leader 6.

Most of the rest? Combat. He's a knight, like I said. Highlights include:

ST 18
Speed 7

Combat Reflexes
High Pain Threshold
Striking ST 2
Extra Attack 1
Armor Mastery
Fit
Two-Weapon Fighting
Weapon Master (Axe and Broadsword)
Enhanced Parry 1 (All Parries)

. . . and a custom variant of Unkillable.

His skills included Axe/Mace-27 and Broadsword-28, and solid skills in Shield, Thrown Weapon (Axe), and Brawling and Wrestling. Nothing great, though - solid for his DX and point level, but nothing special.

He also had a Bad Temper and an Obsession with raising a kingdom.

Weapon-wise, he did 3d+11 cutting or 2d+7 impaling with Magebane, and 3d+13 cutting with Shieldslayer.

Gear-wise, he had something close to $250,000 worth of gear using Basic Set prices and DF1 modifiers. That's pretty amazing, but considering that Vryce lost all of his gear once, including some great weaponry and solid armor and still had close to $80,000 worth of gear and probably another $10-20K worth of consumables it wasn't so lopsided. At the top end, costs start to multiply for a simple +1 here or there.

So he was a tough fight. He couldn't be permanently put down by mere combat, but combat would set the stage for his defeat. The first crew made the mistake of a lack of clarity of mission - it was half "let's talk to him" and half "and then kill him if he attacks us." They still came close thanks to Lightning spells. The second group had the advantage of a better main fighter, and total clarity of mission - "Get the bodies and escape if possible, if it's not, kill Sterick." Some excellent rolls on buffing potions helped immensely, too - but were countered by some improbably rolling by me for Sterick to keep him in the fight. It still cost them a headless PC.

In the end though, they got him.

Tuesday, October 17, 2017

The Man Cave's awesome game world

I thought I had a good game world until I saw Clichea.

And I thought Clichea was my ideal world until I saw this:

Battles in the Land of Fowlwarren: our Fantasy Campaign

And I quote:

"Our campaign setting is based entirely on this cartoon which I came across last year:



"

!

!

!

Oh, my world of Felltower, Stericksburg, the Lost City of D'Abo (and her fabled bells) . . . it feels so overwrought now.

I may need to deploy people from Hopsland and Mallardia in my pool of hirelings . . .
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