Holiday TTRPG Worldbuilding: Fantasy Dungeons Meet the Real World 4 (Final)

Slight delay due to chores and game-mastering, but here’s the final part of holiday worldbuilding. Now, the last poll came out clearly in favour of Goblin Aristocracy with strong showings for Undead Healing Clerics and Gadget-using Thieves Guild. Thanks for everyone who participated in the polls.

This last poll was meant to determine the narrative of the setting and that means delving a bit into the background of the fantasy setting. The polls determined it’s peaceful and prosperous now, but that wasn’t always the case. Almost a hundred years ago, a massive fantasy war turned into a revolution, when the oppressed and decimated masses finally had enough of their corrupt aristocracies and ended the war and most of the illustrious noble bloodlines. The goblins were never at the forefronts of either oppression or war-mongering. Their role in the web of courts and alliances was mostly that of messengers, low-level diplomats, informal spies and liaisons with the guilds. While goblins tend to get carried away and confabulate a bit, they – especially their petty nobility – have a clear code of honour to answer truthfully whenever they are asked something formally. Most goblins pay at least lip service to that code, but the spies that exist naturally don’t follow it, unless it suits them.

Their mostly honest dealings – especially when compared to the haughty elven and bloody-minded dwarven aristocracy – meant they were well-placed when the revolutionary leaders decided they needed a network of trusted couriers and heralds to bring their splintered councils and farms together. Although the aristocracy was officially abolished, most goblin noble houses were allowed to retain their ancestral halls and warrens and even helped with extending them to a real relay network that enabled them to quickly transport messages, letters and small parcels. With the vast distances involved in travel between the different self-administering communities, goblin couriers became – over the course of decades – sought-after impartial arbitrators. This led to considerable power for the couriers, who – cautioned by the example of their former peers – decided to codify what a courier could and could not do. Sometimes this code interferes with their somewhat impulsive nature and often it forbids seemingly easy solutions, but most of the time it has helped with balancing out the imperfections of the localised communal government.

The holding of Heatherfarne that got transported underneath Cork’s (fictitious) Sandy Hill Street is a pretty standard aristocratic abode – by goblin standards. It started out in grey mists of time as a series of caves that were probably not of natural origin, but still enthusiastically used by a band of goblin raiders who preyed on elven trade after being forcefully ousted from their village to make space for another fancy necropolis that wouldn’t be used for another hundred years. Over the centuries the elven empire expanded and absorbed former enemies like the goblin raiders as retainers and eventually petty nobility, to whom all the annoying burdens of rulership could be delegated. The public-facing areas of Heatherfarne saw some heavy reworking into (cramped and skewed) imitations of elven rulership, while the actual living and storage quarters were massively expanded to the edges of the workable rock. The public side got a quick make-over after the revolution to remove the throne and other aristocratic features, but otherwise the warren – as it increasingly became called – stayed much the same, although population numbers increased quite a bit. This means the warren – while certainly no dungeon in the traditional sense – is kind of hazardous to navigate for outsiders. Every room and cavern not used for living quarters is stuffed full of supplies, tools, knick-knacks and mementos in sometimes hilariously precarious configurations.

The warren is mainly populated by goblins and some hobgoblins, but with an odd sprinkling of house-guests and retainers of other species. Both the Knocker and Glaistig might be useful, even though they’ve been written with GURPS Dungeon Fantasy in mind. The goblins could use the stats from the Yrth setting as is with the most exotic trait being really good night vision. For the hobgoblins it would be better to just use the same template and change the attributes to ST +2. You can find the template in GURPS Banestorm, p. 192 and GURPS Fantasy Folk – Goblins and Hobgoblins, p. 13. Otherwise just come up with something that emphasises smarts and quick reactions over strength for the goblins and a bit the other way around for the hobgoblins. Just don’t use Dungeon Fantasy templates for them, these lean heavily into the standard stereotypes. Goblins aren’t bad at using magic, but they are not one of the inherently magical species. In an “aristocratic” warren of at around a hundred people (kids, grannies and all), there should be at least two or three individuals who know some magic or even a lot – a couple more may know a spell or two, but be unable to cast outside of high-mana zones. To make things easier metaphysics-wise, I’d go the Banestorm route and rule that spell-casting priests are just religiously-trained mages. Otherwise you’d have to worry whether traditional clerics still get spells granted from their deity and what that means for the setting. This seems more clear-cut. There might, of course, still be some martially-minded folks in this, but they would be more on the level of caravan guards or enthusiastic hobby fencers since this is a peaceful world. Likewise you wouldn’t find any professional thieves in this warren, but folks good at sneaking around and hiding things might certainly be options for PCs.

The mentioned Code of Honour would be rather restrictive, but not universal. Paying lip service to a Code of Honour is merely a quirk. The actual codes would be Goblin’s Code of Honour: When pressed to answer a question reply truthfully if you can or say you cannot answer if loyalties or urgent need prevent you. (Note: That this technically prevents the character from lying to a murderer looking for their victim, though they can always disregard the CoH in such cases if they forego character point rewards for the adventure and are willing to potentially acquire a negative reputation). Always keep your word. [-10 points].  Goblin Courier’s Code of Honour: Same as above, but add: Make sure your messages and parcels get to their addressees. Do not abuse your position – especially do nothing to enrich yourself or your community when asked to arbitrate. Do not let personal feelings get in the way of arbitration. Do not over-rule local governing bodies. [-15 points].

The inhabitants of Heatherfarne will be quite dismayed initially to find their main entrance blocked and the first encounter with some strangely-clad humans might be very tense. The dynamics of the campaign, however, would centre on how to productively channel the goblins’ urge to build networks and help disparate communities (here different milieus in the city) without scaring the humans off or landing in some government lab. The Irish setting makes this a little easier since doing anything nefarious to them under government auspices would certainly bring the English in with force, so there’s a lot of incentive to keep things under wraps or at least just informally aligned with local governance, which would suit the goblins just fine. Also cue hilarious misunderstandings about the nature of the new arrivals. The goblins might be mistaken for leprechauns or – even better hard-drinking clurichauns – and pressured to reveal their most-coveted secret, making beer out of heather…


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Holiday TTRPG Worldbuilding: Fantasy Dungeons Meet the Real World 3

The latest poll was a clear vote for IT / construction crew trying to restore internet access to a building. For me that’s a good indication for an urban adventure. Let’s go to Ireland’s second city for that: Cork, which has the added benefit that I’ve been there twice already. It’s a little hilly and not as flat as Dublin and has a pretty interesting countryside and wider environs – not a bad spot to site an adventure.

I’d imagine repairing the internet connection is very important for most businesses, but that’s kind of boring. We had no votes for the university option, so that’s out too. Sticking with what I know, I’d say the crew is trying to repair a big hostel’s internet connection that went down right with the rest of the neighbourhood’s. Stick it on the north side of the Lee not too far off from the centre and you can either pick a spot or make up your own neighbourhood. In order to not get side-tracked by excessive Google Earth surfing (GM’s tip, use that instead of Google Maps to get a 3D view of the environment you’re looking at, CTRL+drag is your friend), I’m making my own. The rather steep Sandy Hill Street complete with the blocky McCormick House Hostel, grey St. Bridget’s Church, Singhs’ Newsagents & Grocery and Crime, Romance and Cooking, a tiny bookshop owned by a little old lady. Since its two side-streets are cul-de sacs Sandy Hill forms more of an enclosed environment than usual, but except for pensioners and small kids folks spend most of their time somewhere else in town.

The construction workers have a workshop/storage building that’s a bit farther out, but live on Sandy Hill. One IT person is  from the same general area in Cork, the other is an immigrant who who moved into the Singhs’ spare room. The hostel cleaner and general handyperson has a small one-bedroom flat above the bookshop and the hostel’s owner sleeps on the premises.

What would be a good way to contrast and compare these? The generic fae creatures from a brugh under the hill can be fun if you play them a bit against expectations. These faeries would be of the house and garden variety (brownies, knockers, glaistig) and  mostly mortal if somewhat magical and need to make ends meet, struggle to keep fit, use make-up to cover up their acne and battle customers who are never happy with their faerie garments – a very working class experience. If instead we go for classical undead in an underground temple, we can also add a twist, namely these being good (if still light-averse) undead that don’t want you to shuffle off your mortal coil and instead offer healing magic – healers who can’t get sick are not to be sneezed at (and GURPS does make healing spells prerequisites for the cooler parts of necromancy). For something a bit more traditional we could look at an overcrowded goblin burrow, but instead of being dungeon cannon fodder these goblins are the nobility or at least an upper class that just never got around to building extensions to their caverns. Another option would be a band of power-hungry (in the magical sense) magic-users that have squatted in an underground grotto known for its magical resonance only to be transported, grotto and all, to another world. And for the last one (my Mastodon only has five poll options), we could have a look at one of the more legally dubious communities: a multi-ethnic thieves guild with a penchant for clever gadgets. Those should get on well with the IT crew – or not. Here’s the poll.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Holiday TTRPG Worldbuilding: Fantasy Dungeons Meet the Real World 2

A few votes did come in for the latest polls (I guess using hashtags instead of relying on steady interest from the earlier polls would have been better) and we’re doing Ireland and dungeons from a peaceful / nice fantasy world. That’s an… interesting combination I wouldn’t have picked myself, but that’s part of why one does these guided worldbuildings after all. (I’ll save Quebéc for another rainy day.)

Since the fantasy world is peaceful, the inhabitants have probably not stacked up on a lot of nasty / offensive spells, which is a something to keep in mind when picking a dungeon later on. What it means for magic in general is that I can easily use GURPS Magic (mostly as is) for the magic system. It does have some weird interactions with modern weaponry, but this will be a feature, not a bug. Since we don’t have to worry about them planning the conquest of the countryside, I’ll set the mana levels (area where magic works more or less reliably) rather generously. Everything inside the dungeon and a good-sized area around the entrance (couple of streets in an urban area, two or three kilometres out in the country) are normal mana with some low mana a bit further out – maybe some of the old mystical places in the area have been triggered to produce their own mana by the dungeon’s appearance.

Since things are peaceful and prosperous in fantasyland, the dungeon dwellers are unlikely to hide from an apocalypse, war or other big catastrophe. So the reason they’re underground is either cultural / biological (underground species and the like), social / commercial (biggest city in the area, a lucrative mine) or mystical / religious (place of power or burial site or maybe temple to cthonic deity). They could also be youngsters going exploring, but I’m thinking that will be better reserved for the human side of things – not quite sure yet.

As for the world at large, I’m not sure yet whether the dungeons are coming in all over the globe, but for this stage it doesn’t really need to be settled. I assume dungeons will slip in rather quietly with only subtle signs and portents (and heavily camouflaged or out of the way entrances). All the initial interactions could be quite low-key.

For the next poll, I’m asking who the dungeon denizens make first contact with. That could be the aforementioned youngsters with nothing to do (or too much of a penchant for mischief), a team of wastewater specialists from Irish Water (dungeons and sewers mix well) or the inhabitants of a remote farm. A mixed crew of IT and construction workers looking for the reason their web connection went poof would be another funny option as would be a university interfaith group stumbling over dungeon magic by accident (though it seems these are even more limited than in the UK).

The nature of the dungeon itself will be decided in the next part.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Holiday TTRPG Worldbuilding: Fantasy Dungeons Meet the Real World 1

During the Christmas season we often like to do some RPG worldbuilding. This time we let the mastodon hive-mind decide and even if it was technically a tie we settled on the above topic due to perceived interest in the comments. Victorian ET Investigators might be in the running again next year, as might be Fantasy World on a Bishop Ring / Banks Orbital.

At first I thought Fantasy Dungeons Meet the Real World would be more about real-world folks exploring dungeons that had suddenly appeared, but someone mentioned it being a popular reverse isekai trope and I think it might be interesting to focus on the dungeon perspective in the first place. How do we do that? Time for another poll? Not quite – first I’d like to set out a couple of constraints to the topic.

Most importantly, I want to focus on relationships and communities. Yes, you can do a “fun” romp of dungeon denizens terrorising the countryside or slaughtering low-lives who want to kill them and take their stuff, but that’s not the kind of game I want to tell (and neither do my players). I’m more interested in semi-comedic stuff about cultural / dimensional misunderstandings and weird physical interactions. I’d like to have a good helping of narrative realism (as opposed to bean-counting realism) in my roleplaying, but that comes second place after making the game fun. An extra portion of surrealism will be added to taste.

Not sure where on Earth to set it yet and not sure what to focus on fantasy-world-wise, but I’m thinking there are some neat options for both:

Germany for kafkaesque bureaucracy and dungeons hidden in weird locations, Quebéc for surreal dungeon-cooking and a mix of remote wilderness and city dungeons, Ireland for a faerie twist and mythical dungeons, the Baltic states for pagan roots and a nervous eye towards Russia, Egypt for a good long look at the ethics of plundering ancient treasures and two very different landscapes for dungeons.

The fantasy world could be undergoing an apocalypse of some kind (dungeons are good shelter against some of those), it could be beginning its own age of exploration (maybe sending ancient underground places of power to other dimensions  or using some sort of gate technology), it could also be in a peaceful state (at least compared to us) and has to improvise to defend its dimensionally unmoored homes / grave sites from those violent humans or they could be just here to trade (after having miscalculated rather severely).

All of these could conceivably change the physics side of the equation, so I’m going to wait for the poll results before I settle on how magic and other supernatural powers work. Same goes for technology in the dungeon and possible real-world correspondences.

Where we need a lot in the way of a game engine, I’m going to use my default option GURPS, but I’m also reading Robin D. Laws’ Hillfolk RPG and might incorporate bits and pieces as I go along.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Bite-sized Review: Pyramid 3/01 – Tools of the Trade – Wizards

Getting an eBook reader means I finally have some more time to read through my extensive (and mostly unread) collection of GURPS PDFs. Since it’s mainly snatches in public transport and before bed, Pyramid proves to be better for this with its semi-short articles. Let’s see how long I can keep it up

Cover of Pyramid 3.01 - Tools of the Trade - Wizards. The Illustration shows a wizard with a staff riding a magic carpet.

Facts

Authors: Matt Riggsby, Sean Punch, Steven Marsh, Andy Vetromile, Stefan Jones, Matthew Pook
Date of Publication: 21/11/2008
Format: PDF-only (Warehouse 23-only)
Page Count:  48 (1 title page, 1 content page, 2 pages ads)
Price: $9 (PDF), $ 0.2 per page of content; Score of 8/10 ($500 Pyramid 3 Bundle: $4.10, $ 0.091 per page, Score 10/10)
Preview: https://warehouse23.com/products/pyramid-number-3-slash-01-tools-of-the-trade-wizards

Review

As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.

The first issue of Pyramid 3 starts off with only two GURPS features (and “.’ Is For Full-Stop Drum” only has a two “monster” stat blocks that tie it to GURPS), which is way less than in later issues, where often only the Recommended Reading and Random Thought Table weren’t explicitly for GURPS. Most of the articles have a GURPS-y slant though in that the authors did think of the way magic would impact the world or stories. In my definition that makes it more “cheesy” (fluffy) than “meaty” (crunchy).

Theme-wise it’s solid, even though you could argue that neither a guildhall, nor being mysterious is a physical tool of the trade – but that’s splitting hairs. The only odd one out is the Full-Stop Drum, which still ties into GURPS Alphabet Arcane, which sort of ties it back to the tools motif.

Meat

The main meat article actually deals with flesh – more specifically undead flesh. “Necromantic Tools” by Sean Punch (5 pages) shows aspiring death mages how to graft undead arms to their bodies, how to make skull-tipped wands and a better way to deal with the usual zombie horde as an ally group (incidentally providing a considerable upgrade to the lackluster zombie template from GURPS Magic). The staffs are a little on the boring side, but the rest has a lot of meaty detail.

Apart from that, there are just the monster stats from the “Full-Stop Drum” and a couple of hints scattered through the other articles. The living zombies and the giant badger are nice, with the former being more generally useful.

All in all, nothing bad, some really good stuff, but not a whole lot.

Meat score: 7

Cheese

This is where the issue really shines. Matt Riggsby’s “The Guildhall of the Hermetic Brotherhood” (10 pages) shows what a magical disputation society come regulatory body / research fellowship might look like in a quasi-medieval fantasy setting. Despite the title, the focus is evenly split between the organisation and the building itself with the organisation being quite a bit more interesting. Disregarding the fact that guilds were normally not kingdom-wide organisations, Matt’s take on the whole thing is quite realistic and interestingly written. The guildhall fits the quite mundane nature of the society. Alongside the six pages of text we get four pages of battlemaps with hexes for the guildhall (more about those under sauce). The only thing that’s missing for me are the cellars, but depending on the town that’s not unrealistic either.

Steven Marsh’s “Tooling with Curses” (5 pages) veers into the more immaterial toolbox of wizards and more on the GM’s side too. We get three interesting, non-debilitating and somewhat abusable curses and three boxes and a lead-in on the more general topic of when and why to use curses. A very nice and tight selection, even though I’d have preferred one more curse maybe.

Next we get an (uncredited) instruction of how to fold a “Wizard’s Letter” (5 pages) with steps simple enough for me to follow. The example letter ties things back to the Hermetic Brotherhood again, which is nice. The letter is a neat prop, but nothing extraordinary. I’m a bit mystified as to why they provided the blank back of the letter too, but maybe they thought it was a nice parchment-y colour for printing out. I think there are better options for that, but let’s not quibble about a first issue.

Andy Ventromile’s “Out of the Rough – Magic Gems in RPGs” (6 pages) is a short, but thorough system-neutral treatment of the use of gemstones in fantasy magic. It covers many aspects and, of course, the use of powerstones in GURPS makes this especially interesting to GMs and players in SJG’s house system, but everything is kept generic. Andy gets a little side-tracked in politics in the middle, but it’s still interesting stuff. Just would have liked to see such in a longer treatment. There are only six types of gems (and one of them is pearls) treated individually, so don’t come looking here for correspondences (you can find those in GURPS Thaumatology).

Stefan Jones’ “.’ Is For Full-Stop Drum” (3 pages and really awkward to quote something with so many apostrophes / quotation marks in a row) is the odd one out in this issue. It describes a clan-based swamp fisher society that while it uses magic and has some ancient magical history can really only claim a link to theme by way of being part of GURPS Alphabet Arcane. Spoiler: The eponymous drum is very much not a tool for wizards except in the sense of bringing about the apocalypse.

So how does it fare as a description of a society and its past? It’s a decidedly mixed bag. There is some interesting colour, but descriptors such as “savages”, a tradition of contests to gain more women and rigid separate gender roles weren’t en vogue in 2008 and certainly aren’t today. I’d charitably call it a homage to Lovecraftian and leave it at that. What can you do with the whole thing? Not much unless you really want to bring about or prevent an apocalypse, and not a very interesting one at that (but see the meat section).

“Random Thought Table – Seriously Mysterious” (2 pages) by Steven Marsh is thankfully quite a bit fresher and talks about why and how to make wizards look mysterious with a lot of useful tips on how to pull it off in game. Again, this is a generic article, but it’s quite easy to tie it in to GURPS and most systems that have skills. It’s more tricks of the trade actually, but it plays around with some common tropes, showing ways to subvert them. A very fun read.

The humour section was quite mixed again. Murphy’s Rules was fun (at the time) and it was nice seeing Frederick Brackin’s name in print again – a big GURPS fan and supporter, may he rest in peace. “Items Found in a Dead Wizard’s Satchel” made me chuckle, but the “Fnordplay” left me stumped – and I wasn’t the only one (title was fun at least).

For a second article Andy Vetromile gives us “Recommended Reading – Tools of the Trade” (2 pages), which at a first glance is more about wizardly boardgames, but the author does include some nice ways to use board-game materials in your RPGs as well as pointing out some interesting ways of working magic in Deadlands and Unknown Armies. Not an absolute must-read, but a nice little addition.

The second recommended reading “Wizards and Gaming” (2 pages) by Matthew Pook is about a (2008) review of wizardly TTRPGs (and a good helping of how wizards work in D&D, 4th edition). It hasn’t aged too well (e.g. even GURPS had a supplement about a magic school by now), but still has some interesting bits if you like older games.

“Last Words” (1 page) features an interview with Chad Underkoffler, which again gives some helpful characterisation tips – a nice way to close the issue.

All in all, there is some pretty good stuff in there with only five pages falling below average.

Cheese score: 8

Sauce

While the writing is above average to pretty good, the same cannot be said of the art. The cover is nice but was already seen in GURPS Fantasy. The humour page had one decent and new image and a tired old one and there are three more reused third edition illustrations that serve little purpose other than providing visual way-points. What else? There are the folding instructions for the wizard’s letter and while these are not especially inspiring they do serve their purpose better than many online tutorials I’ve seen. Then there’s the map of the Guildhall by Matt Riggsby. I’ve never been a big fan of his maps and this one looks straight out of a Campaign Cartographer 3 tutorial, but it does help with visualising the place. Also it can be used as a battle map. Minus points for not providing battle maps as an image file, though. Virtual tabletops were a thing back then too (and so were printers).

In the end this comes in slightly above average, which is still pretty good for GURPS standards, unfortunately.

Sauce score: 6

Generic Nutritional Substance

As far as roleplaying supplements about magic go, this one is pretty generic. It favours traditional fantasy, but not completely. Several articles can be used in many kinds of settings. It does pretty much require some sort of fantasy, though, being about magic after all.

Generic Nutritional Substance score: 7

Summary

I remember not liking this issue much, when I first read it, but that might have been due to the fact that I loved the online Pyramid with its weekly offerings and disliked the map a lot. I might not have read it from cover to cover, because my time for that was rapidly diminishing. Re-reading it now, I’d say it’s a  roughly average issue of Pyramid 3. Certainly not the best entry point in the series, but not bad either and a fine zine in its own right. It’s more generically useful than many of the later issues too – even outside of GURPS.

If you are planning on buying the Pyramid/3 Bundle for $500 you get an even better deal, but maybe grab some issues from the middle of its run first (or read them over a friend’s shoulder) to see whether it’s your cup of tea. Back in the day all of us online subscribers got this even cheaper as part of half-a-year subscription deal, meaning we paid less than $20 for $54 in product. I want to say that I still think this was extremely generous on the part of SJGames.

Total score: 7.3
Total score is composed of a weighted average of Meat (40%), Cheese (25%), Sauce (20%) and Generic Nutritional Substance (15%). This is a meat-oriented book. A “cheesy” setting- or drama-orientied book would turn the percentages for cheese and meat around.

Value score: 7.65 (8.65 as Pyramid/3 Bundle)
Value Score is composed of the average of Total and Price.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Bite-Sized Review: GURPS Dungeon Fantasy Treasures 3 – Artifacts of Felltower

And it’s time for another bite-sized review for one of the new five-bucks GURPS morsels. The title is a bit of a mouthful and could have easily been shortened to DFT 3 – More Artifacts.

Cover of Dungeon Fantasy Treasures 3 - Artifacts of Felltower

Facts

Author: Peter V. Dell’Orto
Date of Publication: 20/06/2019
Format: PDF-only (Warehouse 23-only)
Page Count: 17 (1 title page, 1 content page, 1/2 index page, 1/2 page ad)
Price: $7.99 (PDF), $ 0.22 per page of content; Score of 5/10
Preview: http://www.warehouse23.com/media/SJG37-0351_preview.pdf

Review

As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.

Instead of adding more detail to all sorts of treasures like the first volume or going for the extremely epic like the second one, this third volume in is just a list of unique or near unique artifacts that is most akin to GURPS Dungeon Fantasy 6 – 40 Artifacts, which is explicitly referenced as necessary for play. That is a bit of an overstatement though, as is needing GURPS Magic for the spell descriptions. Yes, there’s no handy guide to reading the entries as in DF 6, but most of it is self-explanatory enough. And the only two spells you need to know are Accuracy and Puissance, which are also present in GURPS Basic – hint: together they make a +1 weapon like in That Other Game ™.

It’s a bit of a shame that this information wasn’t included to make the book even more accessible to DFRPG players. The origins can be easily gleaned from DFRPG Exploits p. 77. Not that DFRPG 6 is a bad book to have for DFRPG players.

The book is split in three chapters, aptly titled Weapons (6 pages), Armor (2 pages) and Other Treasures (5 pages).

Meat

Like in DF 6 every item has an origin, a FP value as a power item, a description, a list of properties with game-relevant stats and often a number of possible variations listed. There are 31 items on the whole (just missing the mark for calling this For Another 40 Artifacts More), running the whole gamut from the powerful, but simple like axe  Shieldslayer to the intriguing like the Potion Ring to the plain weird like the Gorilla Gloves.

The items are diverse enough that you don’t get bored after the sixth weapon, but the variety can’t quite reach the sheer numbers of the old GURPS Magic Items series (which incidentally can found for just $7.99 on Warehouse 23). However, these are tried and true DF items and fully Fourth-Editon-compatible without any conversion wonkiness attached.

Also there are some specials that are generically useful. A box on Magical Set Items takes you back to your favourite MMORPG (even though there is only one set in this book), Bad Influences is more something for the old-school players that miss weapons with a corrupting influence. Expired potions also hearkens back to classic That Other Game ™ days. The book also includes a few gems like Hero’s Brew, Mana Gout and dehydrated elixirs that plug holes in the Dungeon Fantasy catalogue and add extra options for more traditional items.

All in all, this might not be the most focused treasure book yet, but it certainly delivers more than a couple of useful tools and rewards for the enterprising DF game-master.

Meat score: 8

Cheese

Yeah, it’s Dungeon Fantasy, but that doesn’t mean there can’t be anything setting-related. Indeed the book starts out with two paragraphs on Dell’Orto’s Felltower mega-dungeon that make one hope it’ll see the light of day in some form or other. More relevant are the back-stories of the items in question that are on the whole longer and more detailed than in 40 Artifacts without quite reaching the level of the Magic Item series. Most of the cheese fluff in this comes from Felltower itself, but there are also plenty of ancient items mostly unrelated to the mega-dungeon.

There are also hints on what to do with the items and how to use them as plot hooks or integrate them into the campaign. Especially the section on set items is useful for campaign building. More stuff than you’d expect from Dungeon Fantasy.

Cheese score: 7

Sauce

The good news is that this volume actually has unique art pieces, the bad is that there are only two of them (the third being generic rings) and one of them shows a sabre, when it’s supposed to be a short sword). Well, it’s baby steps for GURPS 4th Edition. The editing was generally good, except for annoying typo on the first page (‘treasure hordes [sic]’). Dell’Orto’s style is generally more no-nonsense than Kromm’s, but it is very readable and there are still a couple of tongue-in-cheek jokes in there.

All-in-all par of the course for GURPS – a bit sad compared to most other RPGs, but not unexpected.

Sauce score: 5.5

Generic Nutritional Substance

Most of the gear inside the book is meant for generic-fantasy if not necessarily Dungeon Fantasy. That still covers a wide enough base and some of the pieces can be repurposed for modern urban fantasy or horror games. Some seem a little out of place for polytheistic Dungeon Fantasy (like the Bishop’s Cross), but in these cases there are always variants to make them fit.

As artifacts without a price tag, the items are more generic than the lower-priced off-the-shelf items in other DF publications.

Generic Nutritional Substance score: 6.5

Summary

Artifacts of Felltower is a solid book for GM’s looking for a 4th-Edition-compliant collection of special magic items. It can be used with minimal adjustments for any GURPS Dungeon Fantasy or Dungeon Fantasy RPG campaign and also the more epic fantasy campaigns. As MacGuffins or special prizes the gear also fits a variety of other campaigns. For the price of a fancy cup of coffee you get some good stuff. However, the shortness of the offering means you pay more than usual per page, hence the low Value Score (below).

Total score: 7.125
Total score is composed of a weighted average of Meat (40%), Cheese (15%), Sauce (20%) and Generic Nutritional Substance (15%). This is a meat-oriented book. A “cheesy” setting- or drama-orientied book would turn the percentages for cheese and meat around.

Value score: 5,0625
Value Score is composed of the average of Total and Price.

After-Taste

One thing I am starting to get a bit annoyed at is the the weird naming of products and the haphazard placement in established series. Artifacts of Felltower is a nice enough name on its own, but with DF 6, DF 8 and the Treasure series, not to mention the relevant DFRPG books, it’s getting hard to keep all your treasure supplements straight. By now I would have appreciated a re-naming á la Backdrops: Tower of Octavius to Locations: Tower of Octavius.

Now that’s a bit harder to pull off with such a large series, but modelling the title a bit more on 40 Artifacts would have been nice. As it is, new players might look towards the Treasure series first, when they would be better advised to get the older volumes first.

Also, I was really hoping for more art, but for that we have to look at Gaming Ballistic, I guess.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Bite-sized Review: GURPS Dungeon Fantasy Setting – Caverntown

And here is it the first traditional GURPS release of the year (not counting Pyramid and Dungeon Fantasy Role-Playing Game releases. And it’s part of a new series – sort of. I’ll explain what that means in a second.

Cover of GURPS Dungeon Fantasy Setting - Caverntown

Facts

Author: Sean Punch (a.k.a. Dr. Kromm)
Date of Publication: 05/04/2018
Format: PDF-only (Warehouse 23-only)
Page Count: 49 (1 title page, 1 content page, 2 index pages, 1 page ad)
Price: $10.00 (PDF), $ 0.23 per page of content; Score of 6/10
Preview: http://www.warehouse23.com/products/gurps-dungeon-fantasy-setting-caverntown

Review

As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page.

Caverntown is a town located underground next to tons of dungeons – something most players will find interesting. But what sets the Setting series apart from similar GURPS products like Encounters and Locations? Encounters are places to explore or visit – simply put adventures happen there. Locations are a bit more ambivalent, but most often they are imposing structures where adventures could happen, most often with a map, sometimes even a hex map attached. Worminghall is the odd one out and would have frankly been better as a Setting – had the series been there at the time. The main difference to Hot Spots (apart from being fictitious) is that DF Setting – Caverntown contains a whole lot of meaty rules in addition to all the story hooks and characters.

After a one-page intro that discusses the meaning of ‘Town’  in a dungeon-delving campaign the book is divided into four chapters: A Most Unusual City State (9 pages) tells us about Caverntown’s history, layout and inhabitants, Those Who Pull Strings (11 pages) is all about NPCs, guilds and other influential groups, Welcome to Caverntown! (13 pages) is all about things to do, dangers to encounter and mysteries to explore, Taking Care of Business (11 pages) is all about buying, selling and contracting. As usual there’s and index, which comes in a bit heavier since there are many lemmas to take care off.

Meat

The meaty bits are feature most in the fourth chapter (Taking Care of Business), but bits and pieces are distributed through the whole book. It’s definitely meatier than most specific settings we’ve seen so far in fourth edition. Some of it reads a bit dry, but the point here is that the GM does not need to improvise anything. Chapter 4 lists everything about buying, selling, contracting, custom-fitting, hiring any Dungeon Fantasy players could possibly want – often with die rolls and certainly with price modifiers.

Caverntown’s defences, tolls and law-enforcement are described in equal detail, so that the GM can quickly set up a chase with the town watch or a break-in in  the mages guild without much trouble. Five important NPCs (mayor, grand mistress of the holy warrior order, great druid, head of the chamber of commerce and the androgynous master bard with the enigmatic name Sivel). Sometimes this is quite reminiscent of That-Other-Game™, but be advised that you often need other DF supplements to make use of this information. Especially DF 15 Henchmen is important, but DF 1-3, DF 8 Treasure Tables, DF 14 Psi and DF 17 Guilds are almost required reading. The more likely your players are to cause mischief in town or want special orders, the more likely you are to need those.

Which raises an important point: This is a Dungeon Fantasy product, not a Dungeon Fantasy RPG product. It’s meant to work in the regular GURPS framework and if you only own the DFRPG you’ll be mystified by some things mentioned here. I suggest you just ignore anything that a quick full-text search in DFRPG doesn’t turn up. 90% of the supplement will still be useable and it’s good practice not to obsess about rules minutiae in GURPS anyway.

What else is new? We get an encounter table for town, which ranges from monster incursions (Caverntown is an outpost next to monster-infested territory after all) to petty crime to major capers and supernatural events. An actual wandering monster table is provided for the tunnels leading to the dungeons. There are rules for buying a building and hiring permanent servants (both of which are be a bit on the cheap side), training considerations, notes of credit, crime and punishment (mostly swift and capital), social traits, finding quests and the supernatural properties of the environment.

In short this is pretty dang complete setting from a rules-point of view.

Meat score: 9

Cheese

Caverntown’s history is interesting with multiple gods, a devil-worshipper and an elder thing featuring prominently, but it’s a bit on the cheesy side (in the original sense of the word). The characters though are wonderfully quirky and not easily sorted into good and evil, making complicated city plots possible if the GM wishes for a change of pace.

As a constructed town with a grid layout Caverntown is a bit bland when it comes to geographic diversity, but the individual features from the Shaft (an elevator tower that connects it to the surface), the Eight Titans (statues that keep the cavern stable), the druidic gardens, gates to the tunnels and the many establishments in town make up for it. The detail level is greater than say an average 3rd Edition Forgotten Realms city, but doesn’t quite reach GURPS Tredroy levels. The town does come alive for the reader though and interesting hooks are dangling everywhere, though these are for the GM to work out.

Chapter 3 is most interesting from an actual campaign point of view and outlines how to make everybody useful in a longer-term (or permanent) Caverntown campaign, notably what to do with those more outdoorsy professions and how to deal with the more uncommon races. It also contains a few locations outside of Caverntown proper, though these are more like teasers, not even real scenario ideas.

In short, the supplement contains an unusual amount of social stuff for Dungeon Fantasy and makes for an interesting if not absolutely breath-taking setting.

Cheese score: 8

Sauce

Again the lack of actually fitting illustrations is a big downer. One or two illustrations of buildings or persons that actually feature in the book would have made a big difference. There are more illustrations than usual, but they are often cropped to the point where you think it would have been better to have a blank space or another pull-quote. I could also think of quite a few DFRPG illustrations that would have been more apt. Not even the smith is a dwarf.

The lack of a map is easier to justify given the unique location and shape of the town and the fact why there is none is actually addressed in the book.

Sean Punch is at his more Dungeon-Fantasy-esque writing here and most of the time the tongue-in-cheek tone works nicely. There are a few lead-in sentences that are bit annoyingly retro, but these are rare. Pull quotes are from characters mentioned like in DFRPG and the index is sorely needed in this case. We also get a summary table of guild-masters and -mistresses, which is also nice, but the art still hurts.

Sauce score: 5.5

Generic Nutritional Substance

You won’t drop Caverntown into a modern-day horror campaign and setting it in a Science Fiction, Steampunk or Cliffhangers universe will make most of the information useless, but the cheesy bits are generic enough that you can use them this way if you don’t mind changing races and supernatural stuff. The meaty bits are generic enough to use in normal fantasy campaigns if you own the DF books mentioned and don’t mind a little professional lenses in your game.

Still, this is not GURPS at its most generic and it doesn’t mesh perfectly with the Dungeon Fantasy Roleplaying Game, which does lower the score.

Generic Nutritional Substance score: 6

Summary

GURPS Dungeon Fantasy Setting – Caverntown goes a long way towards the plug-and-play GURPS campaign that people are always clamouring for. The GM still needs to supply the adventures, but with the full power of the Dungeon Fantasy line behind it the GM does have to think much about all the bits between the dungeons.

Total score: 7.525 (almost very good)
Total score is composed of a weighted average of Meat (32.5%), Cheese (32.5%), Sauce (20%) and Generic Nutritional Substance (15%). This is a balanced (meaty-cheesy) book where both story and rules matter.

Value score: 6.7625 (well worth its price)
Value Score is composed of the average of Total and Price.


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Review: Dungeon Fantasy Traps – Powered by GURPS

Changed 02/02/2018 with new information, when the PDF was released to the general public.

Together with the contents of the DFRPG Boxed Set, Kickstarter backers who backed at the “I want it all”-level (or added the pdf as an extra) got the pdfs of Dungeon Fantasy Traps and Dungeon Fantasy Magic Items. This weekend I am reviewing the former and next one the latter. Traps was written by  Jason Levine and Christopher R. Rice – who might be called the leadership of Ritual Path Magic Cabal. The two adepts certainly think alike on many subjects, so it’s interesting to see what they came up with on the subject of traps. Rice already already gave us a random trap generator in Pyramid 3/60 (appropriately called “It’s a Trap!”). Some of the example traps contained within that article can be found in the volume at hand.

Facts

Author: Jason Levine (a.k.a. PK, @rev_pee_kitty ), Christopher R. Rice (a.k.a. Ghostdancer, @Ravenpenny)
Date of Publication: 17/08/2017 (Kickstarter-backer-exclusive), 01/02/2018 (general public)
Format: PDF-only / part of the Dungeon Fantasy Companion
Page Count: 26 (1 title page, 1 contents page, 2 pages of ads, no index!)
Price: $6.00 (PDF), $ 0.23 per page of content; Score of 5/10
Preview: http://www.warehouse23.com/media/SJG37-8101_preview.pdf

Review

As all my other reviews this one will be rated according to meat (rules, stats, game mechanics), cheese (setting, characters, story), sauce (form, writing, style, art) and generic nutritional substance (universal nature, adaptability). At the end you find a weighted average of those components and a value score that also takes into account price per page. A book about traps will naturally come down more heavily on the mechanical side, making it meat-focused.

The book looks a lot more like a standard GURPS book than the contents of the DFRPG box. After the short introduction (complete with recommended books, publication history and a few words about the authors), the book is split in two chapters: Traps (13 pages) and Tricks (8 pages). The former deals with bona fide traps or at least immediately dangerous stuff camouflage to avoid detection. The latter has more unconventional surprises in store, only some of which are physically dangerous and none of them are immediate death traps. These are more designed to confuse, mislead or serve as obstacles or puzzles. Note that this differs considerably from the definition given in DF 2 – Dungeons and DFRPG Exploits, which is not ideal, but the new definition makes more sense so I let this one slide. Dangerous stuff and curses are now classed under traps.

Both traps an tricks use the standard Dungeon Fantasy traps notation, but that notation  has changed a bit: instead of “circumvent” we now have “avoid” and instead of “evade” we have “save” (doubtless to help players of that-other-game adapt). Both traps and tricks have several more subheadings from “Alchemy and Gunk” to “Monster Mash” to “Insane Architecture”. Each trap/trick gets a descriptive paragraph and the stat block of. The descriptions are of varying length with the tricks usually being much more elaborate to set up. What’s not in the book is a trap generator à la “It’s a Trap!”, but that is actually not such a bad thing since that strays into advanced game-mastering territory and quite a few traps have hints on how to modify them, anyway.

Meat

Now, the meat of the matter is what dungeon-delvers want to know more about, of course. Here the meat is mainly (but not exclusively) in the stat blocks. Each gives stats to detect, disarm, avoid and save against the trap’s effects, how many shots it has and whether it can be rearmed and stolen (yes, even the 10,000-pound stone sphere has a careful “no” under “steal” lest an intrepid adventurer make off with it). The traps range from the commonplace – deadfalls, pit traps of all sorts, shrinking rooms – to the ingeniously devious – Dehydrating Basin, Imprisment (James Bond-style Laser web with prisms), Projectile-Capturing Field and the insidious Dragon’s Maw Hallway.

I am not giving away the secret design features, but a GM who mixes one or two of the more insidious gems with the more ordinary traps will get a very satisfying result. On the whole there are 44 traps and 20 tricks, but many of these have variants (12 variants of Evil Runes for example and 10 different weapons at different strengths for Weapons Traps – though why the list is missing two weapons only to see them added to the respective traps is a bit strange). The damage range is pretty high, going from as little as 1d-1 to 5d6x4, which is pretty much lethal. Some traps require very quick thinking to avoid losing a party member – Lava Pit and Crush Room I am looking at you! Thankfully, insta-kills are relatively rare and always pointed out within the text.

There are only a few traps that I’d find difficult to set up successfully – Elven Clothesline is only for riders, for example – but the vast majority are generic enough to be used everywhere in a dungeon (or in most wilderness for the few wilderness-oriented traps). Most of the traps make sense even without saying “A Wizard Did It!” it but some strain the suspension of disbelief a bit – if you can’t imagine a bola-throwing mechanism, you’re not alone. There are few of these over-the-top traps though and let’s be frank – traps based on carnival rides aren’t really out-of-place in Dungeon Fantasy. It’s also nice to see how the authors slipped some physics from standard GURPS in here without making thing cumbersome – e.g. gravity and acceleration. Christopher Rice had to point that out to me. I hadn’t really noticed there was a theme.

About a dozen traps are re-used from DF 16: Wilderness Adventures and “It’s a Trap”, but among these are classics like Deadfall and Poisoned Needle, which couldn’t have been left out in any case. The vast majority of the traps are intended for a regular dungeon, though some are multi-purpose and can be used outdoors and indoors. Specific outdoor traps are rare.

There’s only one rule one overall rule that’s completely new: mandatory complementary rolls – used for timing. That works nicely for time-triggered dungeons (sharp pendulums for example) and makes complementary rolls even more useful – a beautiful mechanic I am sure to steal for other things.

There’s not much that’s missing, but I wouldn’t have minded a box on how regular dungeon denizens interact with traps and how they (or multiple traps or traps and architecture) can be combined to make challenging encounters. We get a few hints, but as a DFRPG supplement a big splashy box wouldn’t have been amiss, in my honest opinion. Also, I want Hell Gnome stats, dammit!

Meat score: 8.5 (very good)

Cheese

Good dungeon encounters tell a little story and about half of the traps and most of the tricks presented here do that. Don’t expect some lengthy lead-in with a backstory, but the mechanics themselves usually suggest some mini-plot. Some traps like Gladiator Pit also set up mini encounters that the GM can tailor to specific party members. Of course, these little stories mean that not every trick and trap makes perfect atmospheric sense in every run-off-the-mill dungeon, but there are enough of them that this isn’t usually a problem.

Apart from the lead-ins to each trap/trick, there are a couple of paragraphs or boxes that offer further storytelling aids. Especially helpful is “Puzzling through riddles” that helps you give hints to characters to make a skill roll (most helpful is the most-often useless Poetry skill). There are hints for how to deal with spell-slingers circumventing your trapped room (“Transmute Trap to Joke”) and how to power you dungeon in a semi-realistic way (“Motive Force”). All of these are useful and help the GM build the atmosphere and deal with players taking short-cuts, but, of course, the book can’t be said to be heavy on the fluff side. As mentioned above, a general page on how to integrate monsters and traps wouldn’t have hurt either.

Cheese score: 7 (good)

Sauce

When I said this book looks more like a regular GURPS book, I wasn’t just talking about the contents. As mentioned, it is grey-scale and even though the illustrations (some duplicated from the DFRPG boxed set) are still good, they are far and few between. Nothing wrong with that, but it would certainly have been more interesting to illustrate some of the unique, complex or beautiful traps instead of the deadfall and the net. Yes, I know, it’s a relatively small book that was a kickstarter stretch goal, but looks are quite important for RPG books to sell.

Moving on to positive things, the layout is clear and legible with the trap stat block making it easy to find the relevant stats and the bold-print traits being easy to spot too. I wouldn’t have minded a nice easy indicator for lethality like a number of skulls in the trap titles, though. Right now you have to read the lead-in paragraph or be very good at deciphering effects. Apparently the authors thought about a challenge rating, but decided against it. I would still have liked some quick indicator, no matter how simple.

There’s also more tongue-in-cheek writing again and the “Speaking from Experience” boxes add more character to our two thief commentators than most of those in the DFRPG boxed set. Also, there are the trap names, some of which are straight-forward, but many are extremely punny or alliterative.

Editing is top-notch, meaning I didn’t spot any mistakes or wonky-looking stuff, but there’s no index, even though the book contains two pages of ads. That’s a bit disappointing, even if it’s not a huge problem in a book this length (especially not in a full-text searchable pdf). All the headings in the context page and all the web-links are hyper-linked and the whole pdf is bookmarked – as is standard for digital GURPS books. All in all, still above the industry average, even if it doesn’t look quite as sexy as those Pathfinder supplements.

Sauce score: 6.5 (clearly above average)

Generic Nutritional Substance

Given that this book is about traps for Dungeon Fantasy, it does actually have a lot of use beyond that. Even if some of the traps might be a bit above the top for standard fantasy (e.g. Rotating Room, Imprisment) most of them can be used for anything vaguely Sword and Sorcery. Even the damage level isn’t much of a problem unless you are playing the dregs of society in the Discworld RPG. What’s more, a lot of these rooms can be repurposed with little effort for Cliffhangers campaigns, some Monster Hunter campaigns, and even Space campaigns that deal with ancient precursor civilisations. Basically, everything that isn’t entirely social role-playing or rigidly realistic can profit. Even for ultra-tech Cyberpunk infiltration you might take the stats and just change the flavour text with fast acting poisons becoming nano-goo.

Speaking of generic use, there’s nothing keeping you from using these traps in D&D or some other games, as long as you can improvise rolls for detection, avoidance and saves, which does raise the usefulness a good bit.

Generic Nutritional Substance score: 7.5 (passes universal test)

Digesting Everything

DF Traps is a step up in complexity from the DFRPG boxed set. GMs who want to full use of it had better have a couple of sessions under their belt. It’s not a huge step, though. Just taking some of the simpler traps as is and putting them in a dungeon isn’t complicated at all. Christopher Rice told me – during a nice chat after I had already written most of the review (thank you Christopher!) – that the guideline for this book had been “don’t make it too complex – if you make it complex, make it easy to pull apart!” I think the authors managed to do that quite well.

The book is intended to complement DFRPG Exploits and it does that well, but even those two together don’t make a complete How to Build GURPS Dungeons – any takers to write that one?

Summary

This book is useful for those who want to drop some traps and weird tricks into their dungeons. It’s also good for templates to modify your traps. It’s definitely useful for newbies, but old hands won’t be bored either. It doesn’t supplant “It’s a Trap”, which offers some more variety and randomness, but it has considerably more ready to use stuff. If you play Dungeon Fantasy (or Fantasy with the occasional dungeon), there are few reasons not to buy this book (except that you can’t get it yet), but I’ve known GMs (and players) who really don’t like traps. In that case, move along!

If, on the other hand, you like what you see here and want to add some extra-nastiness Christopher R. Rice’s “Deathtraps” in the latest Pyramid has got you covered – incidentally David L. Pulver’s “Demihuman Dungeons” in the same issue is a good guide on how to build dungeons made by non-humans. That one is already available at least.

Total score: 7.725 (very good)
Total score is composed of a weighted average of Meat (50%), Cheese (15%), Sauce (20%) and Generic Nutritional Substance (15%). This is a cheese-oriented book. A “cheesy” story- or world-building-oriented book would turn the percentages for cheese and meat around.

Value score: 6.3625 (good)
Value Score is composed of the average of Total and Price.

Accessibility: still excellent – start with the boxed set, play a couple of games and you’ll be ready to tackle this, old GURPS hands can dive right in


GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.