
With the new season coming up, we're going to be discussing what we would like to see and how we would like to go fowards. First we will start with what books we are currently using in a major fashion. Basic Set: Characters Basic Set: Campaigns Dungeon Fantasy 1: Adventurers Dungeon Fantasy 2: Dungeons Dungeon Fantasy 3: The Next Level Dungeon Fantasy 5: Allies Dungeon Fantasy 7: Clerics Dungeon Fantasy 8: Treasure Tables Dungeon Fantasy 11: Power-ups Dungeon Fantasy 13: Load-Outs Dungeon Fantasy 15: Henchmen Dungeon Fantasy Denizens: Barbarians Martial Arts Low-Tech Low-Tech Companion 2 Low-Tech Instant Armor Low-Tech Loadouts Fantasy-Tech 1 Thaumatology Thaumatology: Magical Styles Magical Styles: Dungeon Magic Pyramid: Pyramid 3-60: Dungeon Fantasy III Pyramid 3-61: Way of the Warrior Pyramid 3-64: Pirates and Swashbucklers Pyramid 3-68: Natural Magic Pyramid 3-72: Alternate Dungeons Pyramid 3-89: Alternate Dungeons II Plus quite a number of other supplements where only a few rules have been taken from each time. There are a few very restricted books, including the Power-ups 1: Imbuements supplement. The current topic is to take a look at what the mission statement of Gorefest Dungeon is striving for. Three to five players are requested. We'll meet every Saturday at 6 p.m., CST. New players are welcome , but characters must be built in advance of game day, so contact me if help is needed; I've taught several people how to play GURPS. My e-mail address is <a href="https://app.roll20.net/forum/post/1026202/gorefest-dungeon#post-1026202" rel="nofollow">https://app.roll20.net/forum/post/1026202/gorefest-dungeon#post-1026202</a> Behind having fun, my secondary goal for running this game is to further my ability to balance combat encounters for a generic, standard Dungeon Fantasy party of three to five player characters. In that regard, the game will be a plain hack-and-slash dungeon with very little role playing, almost no background story or creative descriptions, and really very little rhyme or reason for monster population. However, there will be plenty of traps and puzzels, so it's not quite pure combat. Take advice from some of my former players: a well-rounded party will be absolutely necessary for survival. I design each dungeon floor—and almost every room—to contain challenges for most character templates. A Knight's sword arm will get a workout as will a Scout's bowstring, but without someone to keep a lookout for traps or without a magic user or healer, the party isn't going to get far . . . Maybe not even past the first room. This is the 1986 Ghosts 'n Goblins game for the original Nintendo Entertainment System in tabletop RPG form. As one player described it, and I quote, "Ultimate f***ing challenge while having a heart attack." First room of the original killed one PC and had another at 0 of fewer HP—even the Wizard was injured, not to mention at 1 FP. Again, that's the first room. In another area, crushing walls set a "time limit" of sorts while three skeleton archers and an undead mage guarded the lone doorway on the other end. In between was a pit of opaque, fetid water with some type of squid creature lurking beneath. Welcome to level one of Gorefest Dungeon, ladies and gentlemen. This is Stripe initial request for character creation: Character Creation Please use only the Basic Set, Magic, and DF 1-7 with DF 8 and DF 13 for equipment. We can use DF 11 for later advancement, but not generation, please. Please do not use other sources, including Pyramid or other DF or GURPS books such as Low Tech or Martial Arts . However, we will use the extended combat options from Martial Arts in game play. Characters can be created with the standard 250 point budget with a -50/-5-point disadvantage limit. Please follow the templates to the letter. If choosing a racial template from DF3 , please make certain there's enough points in the character template. See the Affording Racial Templates section of DF3 . You may follow the Skimping rules if needed. Please try not to create super munchkins to astound the most experienced GURPS scholar as I'm trying to balance combat encounters, so incredibly clever (or terrible) builds won't help me. We don't need any trip/dodge/parry/throw/stun monkey builds. We need a Knight, a Wizard, a Scout, and a Cleric. So, don't make a character that isn't a Knight, Wizard, Scout or Cleric until those positions have been filled. Since then we have switched to Low-Tech armor, opened up more of Martial Arts, allowed for more of the standard DF1 templates to be taken and allowed for a replacement of the Thief template with the Rogue template from Pyramid. As it stands there is a discussion on the table for part of the future of the game, one of which is if we want to tighten up the rules and what supplements we want to use. We're also looking at how we would like to continue to advance. Whether we'd like to stick to a 250 basic template restart, if we'd like to move to 300cp new characters since we've gotten to that point. Or if we'd like to move for something in-between.