Ever have those "It's too late, but I should have . . . " thoughts about your game?
I do. Here are the ones I've currently got about my Dungeon Fantasy game.
If I could do my Dungeon Fantasy game all over from scratch, I would . . .
. . . go with larger, cheaper coinage. I'd make coins 50 to a pound, what the hell. I should have done that in the first place, because it worked for my old fantasy game. I thought 250/pound would make things easier but I find it was a useless change.
. . . ditch Quick and Dirty magic item prices. Oh sure, cheap utility magic is part of the fun of GURPS Dungeon Fantasy. I know that. But I think it would have made for a very interesting dynamic if the price per point of energy was just $20 flat, not $1 for items of 100 points or less. Fortify +1 on a whole suit would run you $1000, making better quality armor or just heavier armor a good deal compared to magically enchanted armor. I'm glad to see I'm not the only one who thinks this way.
. . . use the Alternate Talent Costs from Power-Ups 3. Just because it would make Barbarians cheaper, and thus have more points to spend on beefing up their character.
. . . invite my two newer players from day one. A no-brainer here. I wish I'd known they both lived close enough to come and play and wanted to come and play from day one.
. . . institute my Shape Earth rulings right off the bat. It's hard to run a megadungeon when your PCs can casually tunnel holes right through the walls whenever they feel like it. A one-second duration on Shape Earth makes for a lot less "we shape some stone down from the surface to block up this trap" type stuff, which means more explanation and less engineering discussion.
. . . put my dungeon a little further away from the city. Not that a day trip dungeon is a bad thing. It would just have been fun if it took a day or two of hiking to get there, opening up more wilderness encounters and forcing more of a decision about when to back off.
. . . I'd put more branching choices in entrance of my dungeon. I like my dungeon entrance, but I think it narrows your choices too much, too soon. A big central location with side passages and staircases down right away, that would have been a good idea. The fortified entrance would still have been cool, but it could have lead right out to a branching-choice main room.
I'dd have run a couple of rules differently, just because I'd like to try them out.
None of this is stuff I can change now, not without some violence to the world, the PCs, and the game. I'm fine with that. But if I knew then what I know now, that's what I would have gone with.
What about you guys? If you could restart your game, what would you change?