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6/10/2025, 1:39:26 AM
>>95833790
>Like Jules Verne and John Carter Of Mars.
Yeah that'd be fun. Doesn't sound like you'd want Dungeon Fantasy for it, as like you've noted, Dungeon Fantasy is exactly what it says on the tin: A ruleset designed for old school dungeon-crawl style gameplay where the world outside of the dungeon(s) was mostly a matter of downtime activity, or providing reasons for WHY your character is a dungeon delver. That's what the rules for DF are oriented around, so if you're thinking more of a narrative Burroughs-esque grand adventure, DF may not be perfect. Doesn't mean you can't liberally rip off its templates and subsystems as you see fit, of course.
>Maybe the Fantasy book [...]
For mechanics, a majority of what you'd want in Pulp Sci-Fantasy can be covered by Basic Set, Powers, and probably Thaumatology depending on what kind of magic you want (or Psis, if you wanna go that route). Fantasy ain't bad for inspiration in that regard, but it IS mostly inspiration and guidance on what mechanics from *other* books to use.
>I think starting lower-power is probably a better idea [...]
Depends on the kinda Magic you use. Default magic is magic-as-skills, so if you want mages to be more competitive with martials in a low-power game, just reduce the cost of Magery (or remove it as a requisite, for which there are rules in Magic/Thaumatology). That way you're not spending way more XP to do magick as opposed to swinging an axe.
>there isn't really any room for them gain points without just absolutely fucking BREAKING the mathematics of the entire system. It's a huuuuuuge and crippling problem with roll-under frameworks, as I see it.
15 in your combat skill is far from overwhelming, I can say confidently as someone who's run a lot of GURPS combats at this point. Even an on-paper skill of 18 will rarely actually be rolled at 18-. Remember, in combat, almost all modifiers (other than Aiming for ranged) are going to REDUCE effective SL. The base SL assumes ideal conditions.
>Like Jules Verne and John Carter Of Mars.
Yeah that'd be fun. Doesn't sound like you'd want Dungeon Fantasy for it, as like you've noted, Dungeon Fantasy is exactly what it says on the tin: A ruleset designed for old school dungeon-crawl style gameplay where the world outside of the dungeon(s) was mostly a matter of downtime activity, or providing reasons for WHY your character is a dungeon delver. That's what the rules for DF are oriented around, so if you're thinking more of a narrative Burroughs-esque grand adventure, DF may not be perfect. Doesn't mean you can't liberally rip off its templates and subsystems as you see fit, of course.
>Maybe the Fantasy book [...]
For mechanics, a majority of what you'd want in Pulp Sci-Fantasy can be covered by Basic Set, Powers, and probably Thaumatology depending on what kind of magic you want (or Psis, if you wanna go that route). Fantasy ain't bad for inspiration in that regard, but it IS mostly inspiration and guidance on what mechanics from *other* books to use.
>I think starting lower-power is probably a better idea [...]
Depends on the kinda Magic you use. Default magic is magic-as-skills, so if you want mages to be more competitive with martials in a low-power game, just reduce the cost of Magery (or remove it as a requisite, for which there are rules in Magic/Thaumatology). That way you're not spending way more XP to do magick as opposed to swinging an axe.
>there isn't really any room for them gain points without just absolutely fucking BREAKING the mathematics of the entire system. It's a huuuuuuge and crippling problem with roll-under frameworks, as I see it.
15 in your combat skill is far from overwhelming, I can say confidently as someone who's run a lot of GURPS combats at this point. Even an on-paper skill of 18 will rarely actually be rolled at 18-. Remember, in combat, almost all modifiers (other than Aiming for ranged) are going to REDUCE effective SL. The base SL assumes ideal conditions.
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