Monday, July 16, 2018

What Are Dungeon Fantasy Monster Classes?


A recent conversation with +Douglas H. Cole over at Gaming Ballistic, LLC. about monster classes in GURPS Dungeon Fantasy has had me reexamining how I deal with these. He was surprised that dragons count as Mundane monsters and spoke to Sean Punch about it while working on his upcoming DFRPG adventure, Hall ofJudgement, and what Sean had to say was something like this: Monster class is driven by which spells can affect a given monster.

Friday, July 13, 2018

Monstrous Senses


Today I’ll be talking about senses. As it stands, we have a few advantages and disadvantages that work well to describe different ways humans can or could perceive the world around them, but we start to run into problems when we try to extend these to animals. And if we can’t even stat up a dog’s senses, what are we missing out on when we make monsters?

“But senses aren’t what makes a monster deadly!” I hear you yell angrily at your monitor. That’s not entirely true. If a monster can spot you before you spot it, it can catch you unawares and unable to defend yourself – for one round, at least. And that can be enough to put you into a death spiral. What’s worse is that a monster in its natural environment will probably sense you just fine, even if you can’t figure out where it is!

“But I have smoke bombs that will block its vision!” you reply. Well, not all monsters use vision as their primary sense. What about beasts that smell as well as humans see? Or those with such amazing hearing that they can fight by sound alone? Maybe they can feel where you are based solely on your footfalls. See where I’m going with this? An easy way to give a monster an interesting and substantial advantage is to give it special(ized) senses. That means we need traits to describe them.

Monday, July 9, 2018

Mystical Powers Recap

Today, I’m offering a quick recap of what we’ve done so far before forging onward to creating individual abilities. This post will serve as a reference for rules, power modifiers, power talents, and power descriptions.

Next time, I will begin building abilities whole cloth. My goal there is to sufficiently flesh out the powers with useful, playable abilities to be able to begin working on one or more mysticism-based templates. I’m not sure how long this process will take, and I may decide to break it up into more frequent, smaller posts. I’ll know more for certain as I write them.

If you are just joining us or want to walk the road to this post, check out the Mystical Powers Index.

In the meantime, here is what we have so far for Mysticism:

Saturday, July 7, 2018

A Corruption System for Starfall



A major theme that runs throughout Starfall is Corruption versus Purity. Within the setting lore, Corruption is represented by demons and the Maelstrom; while, Purity is represented by nature and Ananta. We have spent some time now working on mysticism and eschatology, both of which illuminate the side of purity. Today we take a break from that to investigate the other side of the coin – Corruption.

Tuesday, July 3, 2018

Mystic Powers Part 4 - Choosing Abilities Continued

Today we continue our delve into assigning abilities to powers. Last time, we built out Body Mastery, Projection, and Perception powers. Today, we will finish up with Dream Mastery, Fate Mastery, Telepathy, and Soul Mastery.

If you’re new to this series or just want a refresher, check out the Mystic Powers Index.

Today, we will continue using GURPS PowersGURPS Power-Ups 2 – Perks, and GURPS Psionic Powers. Other books and series are mentioned, but not necessary to this discussion.

Sunday, July 1, 2018

Four W’s (and an H) on Gaming Rewards



I was thinking yesterday about the many ways to reward players in an old-school dungeon delving game, and a few things came to mind. These boiled down to the basic five questions of any investigation: What, Why, When, Who, and How. We won’t tackle them in that order, but they provide a surprisingly good framework for this discussion.

What?

The main motivating factor in most such games is making your PCs more powerful, so basically anything that enables this can be a suitable reward. The obvious ones are cash, gear, and XP – or character points in the case of GURPS. But those aren’t the only options, especially in GURPS.

Wednesday, June 27, 2018

Mystic Powers Part 3 - Choosing Abilities



Today, we continue our journey by selecting abilities for our powers. I will be going step by step through Choosing Abilities (GURPS Powers, p. 9-14) for each power, so I can show why I’m picking the abilities I am and how they fit into the power as a whole. This also lets me consider how I might apply different rules we decided on last time to abilities, as the need arises.

Note: When I started this process, I originally intended to post all seven abilities, but after breaking 2,500 words, I thought it might be best to split this into two posts to lessen the Wall-o-Text effect this will inevitably have. So this week, we will address Body Master, Projection, and Perception powers, and next week, we’ll jump right into Dream Mastery, Fate Mastery, Telepathy, and Soul Mastery.

Another Note: I have created an Index Post for easy reference to this series. If the series sees enough popularity, it might get its own page, but as of now, there really just isn’t the demand.