Steve Jackson Games is conservatively being bold. They are trying a purpose-built RPG, powered by the GURPS engine, that takes the self-contained model to its logical conclusion. They are supporting a high production value release that they funded in a successful Kickstarter.
This release follows what I consider a pretty successful pattern for generic games. You see it for Savage Worlds, you see it for GUMSHOE, and you see it for Fate. (The various DnD games can be considered an inverted degenerate case – they were written specifically in this mold, and it takes work – like was done for d20 Modern – to break out of that mold.)
In any case, it distills all of the material from the many Dungeon Fantasy subsystem releases and many potential candidates from Pyramid issues and says “this is what you need to play Dungeon Fantasy.” The game will be released with five books, each somewhat thin, but enabling simultaneous at-the-table consultation. That’s the same pathway I’m taking with Dragon Heresy, and for the same reason (though with three hardcover books rather than five softcovers). Here’s the text from the Kickstarter page:
Adventurers (128 pages). GURPS is famous for letting you play any character you can imagine. Dungeon Fantasy keeps this flexibility while trimming away unnecessary details, concentrating on just what matters to monster-slaying, treasure-hunting action: Pick from 11 classic professions and nine playable races, customize your alter-ego using quick-start templates and a powerful point-build system, and gear up with an equipment list that offers dozens of weapons and lets you assemble exactly the suit of armor that fits your image.
Exploits (112 pages). Learn how the heroes actually use their abilities and gear. That means combat, of course – and dozens of other activities, whether your thing is sneaking around, swinging from the scenery, exorcizing evil, or getting rich through cunning deals in town. This book also describes countless bad things that can befall adventurers (poison, traps, dismemberment, lava pits . . .), as well as good things, namely loot. And it’s full of practical advice to the Game Master who leads this three-ring circus: challenging the players, keeping the action moving, settling arguments, and much more.
Spells (80 pages). What would fantasy be without magic? Adventurers features four spellcasting professions (bard, cleric, druid, and wizard), and this volume describes over 400 spells to help you customize them. It also includes complete rules for how spells work – whether their power comes from the gods, Nature, or creepy tomes of forbidden wizardly knowledge.
Monsters (64 pages). Once the adventurers are ready, and armed with weapons and magic, it’s time to test their mettle! This catalog starts you out with more than 80 things that want to bite, claw, grab, sting, and curse the heroes – not just the predictable orcs and zombies, but also several Dungeon Fantasy originals. Each offers notes on tactics and variants, and the whole collection comes with advice and rules for adventurers dealing with monsters . . . and monsters dealing with adventurers.
Dungeon (24 pages). I Smell a Rat is a simple (but not simplistic!) quest designed to show new gamers the ropes. Like any classic hack ‘n’ slash adventure, it starts at the inn. From there, the heroes will find themselves facing traps, enemies, and unexpected twists – and finding treasure, although not necessarily gold and silver. Advice and “adventure hooks” let the Game Master challenge advanced players or spin the tale into a series of adventures.
The Kickstarter raised over $175,000 within Kickstarter itself, and then hit more stretch goals based on external orders. The stretch goals funded delivery of several more PDF-based support releases in the coming years. I also have to wonder now that SJG has embraced CreateSpace if they’ll make the new titles available via POD as well. Once you have the InDesign files, and once you say from the get-go “I will design to the annoying CreateSpace margin requirements” then providing POD is pretty easy, and would satisfy those that want physical copies of GURPS releases without forcing SJG to do offset runs that tie up inventory and funds. Win/win.
In any case, this is a long preamble to say that this post covers the first of the promised releases – the Welcome to Dungeon Fantasy issue of Pyramid Magazine, which features articles by some fairly big hitters in the Dungeon Fantasy space. Matt and David both provide adventure support, and Peter reflects on his multi-year Dungeon Fantasy campaign and distills wisdom. Christopher offers up some creatures to kill and eat the PCs. Continue reading “Sunday Review – Pyramid #3/98: Welcome to Dungeon Fantasy”