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Thursday, August 20, 2020

GURPS DF Felltower - Absolute Direction II

I have some players new to DF Felltower, and we've been running into rules questions where DF Felltower clashes with the rules as written. It's causing confusion so I am hoping this will clear it up.

I've posted about Absolute Direction before, way back in 2013:

Absolute Direction and the Megadungeon

Here are two more clarifications:

- the person with Absolute Direction has this as a passive ability. They cannot "sense" when it's "off" or confused by some supernatural (or other) effect. They just can tell you north (roughly - they're not going to be useful for mathematical calculations as they take step by single step so you can do trig) and don't get lost, until they're wrong and do. It's possible that in areas of such effects, they'll just get inaccurate information but think it's accurate. They can't "check" with their ability. Again - purely passive.

- there are times when the second underground ability - recognizing a place you've been before - fades over time. I'm not physically marking the map with notations to tell you someone with Absolute Direction was there, and who it was. So if it's been a while, you might not be sure if you've been there before. Absolute Direction doesn't assure Eidetic Memory.

Otherwise, above ground, it works as written. Below, as in that post.


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