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High Praise from the Chaotic GM: Meatgrinder Impressions

This is a word-for word repost of a blog post by “The Chaotic GM.” He’s a Patreon member of mine, and I’ve been part of several forums he’s been on (SJGames, Discord, my own Gaming Ballistic forum on Discord, etc) for a while. He always gives great, constructive feedback. He’ll tell you what he likes, and what needs to change.

So, without further ado: The Chaotic GM’s thoughts on the draft manuscript from Delvers to Grow.

Gaming Ballistic has launched a new Kickstarter project. Delvers to Grow by Kevin Smyth is a DFRPG supplement scratching two common itches: character creation taking too long even with the distilled ruleset and 250-point characters having too many moving parts for players inexperienced with the genre. Both have one thing in common: too many choices, and DtG reduces this down to just half a dozen major ones per character while still producing effective, flavorful characters at 62, 125 and 187 points fully compatible with the DFRPG profession templates.

Art by Ksenia Kozhevnikova.

I had the privilege of running a bunch of playtests at the 125-point level, and I can confidently say that DtG delivers what it set out to do. It was a meatgrinder scenario where characters would die often and each player would create several different characters during a 4-hour session. Some players reported character generation time (including gear and spells) as low as 10 minutes, even complaining that half of that was wrangling with GCS or GCA. Now for first-timers this will likely be higher, 30 minutes seems to be an average. Even for those with no prior DFRPG experience whatsoever or those who get overwhelmed with too many options, it shouldn’t take longer than an hour and they’ll have a fully fledged character ready to throw some dice at the table.

DtG achieves this by having each character built from a base template (one for each of three categories of characters  – “strong”, “fast” and “smart” – at each of the three point levels), up to four 25- or 50-point profession and “upgrade” modules, and two -25-point disadvantage modules. Finally, each character chooses a couple gear packages and in case of casters, one of several spell lists available for each profession. Unlike the 250-point profession templates, you get no more than a couple choices within each of the base templates and modules, and many of the modules offer no such smaller choices at all. If this seems too constraining – it really is not, because the way you can mix and match the modules results in a wide variety of builds even within a single profession. You can always loosen it up if more customization is desired – DtG is simply a tool to speed up character creation, not a prescriptive rulebook to follow to the letter or else.

Aside from being a great DFRPG resource, DtG left an important impression with me. While the endless options and fine granularity of GURPS character generation are one of the main reasons why it’s my favorite game, over the last year or two I grew to like “profession” templates very much as a tool for illustrating character archetypes, effective builds and even setting flavor for any given game. I like the chunkier, simpler evolution presented in DtG even more and will seriously consider it for all my GURPS material going forward. And if anyone asks me what should be done to get more new players into the GURPS ecosystem, my first answer will be “this”. So much this.

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2 Comments

  1. Are you able to mix and match modules from the different books to make Björn the kinda quick, sorta strong and somewhat smart?

    1. All the modules are in the first volume. There are upgrades that make a smart delver (say) more fast and strong…but you’ll be giving up skill specialization. As you might imagine at 62 and 125 points a generalist is not a great option.

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