Yesterday I played my first online game of GURPS Dungeon Fantasy. It was GM'ed by Colin Ritter and included four players.
It was a lot of fun. We had a dwarven warrior saint, my morninstar-weilding knight Tarjan Telnar, a human thief (who'd also apparently a wizard, sweet), and a scout.
Short version, we bargain for a reward from a jarl and then headed off to recover a lost axe that would help him appear more jarl'ly. We killed lots of goblins, mostly by making their heads a splode. Well, I made their heads a splode. 3d+8 crushing will do that.
We used Google+ hangouts (that was fine) and Roll20 (that was kind of annoying to configure). I need to play with Roll20 more to figure out how to set up better macros.
Some amusing bits:
- We must have spent 10 minutes buying rations. I remembered why I put the dungeon next to the city in my game - buying food for PCs is like figuring out the lunch tab split. "Okay, I've got 26 meals worth of rations and 48 silver pieces, how about you?"
- None of our guys can evaluate the value of art objects, or even jewelry, worth a damn.
- None of us know Heraldry, either. I totally forgot to buy that one, that should have been me. Sorry guys.
- I built my guy with, effectively, auto-kill ability built in. It worked like a charm. I agree with Vryce's player, though - once you get into the 3d+8 range of damage, your problem is no longer offense, but defense and handling bad circumstances. You just need more skill for a better Parry and more Perks and Advantages that help you act more broadly.
- I managed to roll a 3 or a 4 at least twice, maybe three times, on damage rolls. Lucky for me minimum damage for me is still a ridiculous amount.
- I finally got to use some of the things I helped build into the system - All-Out Attack (Long), Targeted Attack techniques (as "Slayer Training"), and multiple blocks - on my own character. I've used them with NPCs, but it felt good to do them with my own PC.
- The couple of times the GM would get stuck on a rule, which didn't happen often, either I or the other freelance GURPS author on the list could quote the appropriate rule. Default roll, modifiers for dual-shooting arrows with Heroic Archer, penalties for multiple parries, whatever. On my part, I had my books opened to especially hard-to-remember rules and tables. It violates my "no books on the table" rule but online, it's something that seems to speed play instead of slowing it down.
Sure, he could ruled anything he wanted and we'd have gone along with it, but it was available instantly. "16 on the critical head blow table is . . ." "double damage." It's the difference between "stop and look it up" and "one of the players knows the rule by heart and just tells you the numbers."
- Using Roll20 was kind of cool, because the guys the GM wasn't dealing with at the moment (the rest of us, say, while the scout was ahead) we could still type up what we were doing. The warrior saint and my knight had a whole conversation about how to attack the goblins, we typed up our prep so the GM could just glance at it and know what we were up to, and we could noodle on about non-gaming stuff without disrupting the flow of play or the GM's talking. Nice.
- Not sure why, but I forgot to get my shield enchanted to Deflect +1. Meant to, but didn't. Okay, things to do with my loot.
Lots of fun.