Dungeon Fantasy very explicitly ignores the rules for jobs. It’s about adventuring after all, not boring day to day life – that’s for villagers. Still, Dungeons and Dragons (especially 2nd edition) had rules for working the forge or weaving baskets when your character wasn’t adventuring. There’s always the crafting rules from Dungeon Fantasy 2, but what if […]
Continue readingMonthly Archives: January 2015
GURPS101: Simplified Unarmed Combat
So I occasionally take requests from my fellow forumites or the random guy on G+ “Hey! You should do [this]!” and…sometimes I do exactly that. So Nerdvana asked “What do you think about simplifying unarmed combat?” to which I replied “Well, Nerdy, I hadn’t thought of it really till now. But now that I think […]
Continue readingGamemaster’s Guidepost: One Size Fits All!
Adjustable Clothing is one of those odd spells, it has a purpose and its needed…but the wording just isn’t as clear as it could be (to me at least). I’m sure some will disagree with me, but I had a extremely difficult time parsing exactly how this thing was supposed to work. I figured there […]
Continue readingDesigner’s Notes: Sailing the Open Skies
When you are a game designer you’re not really allowed to complain lack of design support for this or that. Of course, you might cry “But this isn’t my wheelhouse!” or “I know nothing of cannons and early firearms!” True. But…you still have no excuse! Reading and research are your best friends. You should be […]
Continue readingGamemaster’s Guidepost: A Matter of Price
Dungeon Fantasy has a rather simplified haggling system for selling based on a combination of your wealth, a Merchant skill roll, and your reaction modifier. It rather cautiously omits rules for buying at a reduced price (even though that’s part of the RAW) that’s lower than 10%. After all, if adventurers can get cheap goods at home […]
Continue readingTriple Threat – Wendigo Windwalker
Wendigo Windwalker Like the wendigo, windwalkers are terrifying shapeshifters who were once human, but were possessed by the Windwalker – a terrible manitou (spirit) of the far north who hungers for human flesh. Typically, the Windwalker gorges on flesh until it’s destroyed and sent back to its spirit form – but sometimes it makes deals […]
Continue readingGamemaster’s Guidepost: How Many Skills is Too Much?
That’s a pretty good question. How many skills are too many for a given character? The answer is tricky in my experience and actually depends heavily on two things: the campaign TL and its genre. That’s typically because some genres are going to be skill-heavy because they either expect broad competence or not being skilled at […]
Continue readingThe Hurt Locker: Staff of the Archmagi
A classic icon of Dungeons and Dragon is the “Staff of the Magi,” a mage’s best friend. Without further-ado – the “Staff of the Archmagi” a Dungeon Fantasy artifact knockoff for today’s Hurt Locker: Staff of the Archmagi Power Item: 50 FP Suggested Origins: Cosmic or Magical (always wizardry). This powerful mage tool is much […]
Continue readingBoil and Bubble: Spell Kits For Casters – Jack-of-All-Mages
Ritual Path magic is already pretty flexible. You can do just about any sort of spell you can visualize and it really doesn’t take that long to perform the spell itself. So what is a “jack-of-all-mages” in such a system? First, the Jack is less about being able to cast a specific group of spells […]
Continue readingGamemaster’s Guidepost: GM and Player Intercommunication
Bad communication between players and their GM is in my experience the number one cause of a campaign exploding too early. I’ve said it in so many posts I’m not even going to bother linking to them all – yes, damn it. It’s that important. So here are a few things which I’ve found over […]
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