Rules

Laying out the details of the set of tools I'm using for my GURPS DF game.

I'll probably split this up into several pages when the need arises, but for now, this ought to suffice.

I'm running my campaign using the Dungeon Fantasy RPG, Powered by GURPS. Mostly.
Player Characters start out on 125-points, which is quite a bit closer to 1st level characters from That Other Game than the 250-point default.

To simplify character creation, because I know these guys will meet tragic deaths eventually, I'm using Gaming Ballistic's Delvers to Grow. That combined with the GCS Library means you can whip up a character in about 5-10 minutes with some experience. Added onto that, I'm adapting some of the other Professions available for GURPS DF, scaling them down to 125 points, and making them available for my players. Namely, evil versions of the Cleric and Holy Warrior, the Ninja and Assassin, Mystic Knight, Mentalist, and Artificer. If a player wants to play something else, I can flip open the Dungeon Fantasy Career Guide, and improvise.

There's a ton of racial templates available too, basically anything from Dungeon Fantasy 3 - The Next Level goes. Yes, some of these are basically monster races. Yes, that probably means your character's life expectancy goes down when you choose that template. Duh.

It's not a #BROSR game without patrons and domain level play, so we need those too. GURPS makes this relatively simple. The recently published Dungeon Fantasy 23 - Twists contains basic rules for gaining social status, and establishing strongholds. Further, it points to GURPS Mass Combat, GURPS Realm Management, and GURPS Social Engineering for more detail on handling things at the domain level. The patron players who run organizations rather than realms use GURPS Boardroom and Curia. All of the above, as well as some other bits from this Pyramid article or that, are curated and modified to fit the needs of the campaign. I'll get to details on that in a future update, whenever it becomes relevant.

Then there's random tables. It's not a #BROSR game if you're not giving up control to the oracular powers of the dice. While the end goal is to produce my own random encounter tables built around how various monsters work in GURPS, I'm using the tables from the back of the AD&D 1e DMG. That goes for the other tables too. The real work is in faithfully converting (or finding ready conversions of) the monsters contained in those tables. More on that later.

Onto Character Progression. Though initially tempted to just steal the XP system used in Peter Dell'Orto's campaign, I'm trying a riskier approach: 1 GP = 1 XP. Any profits from loot sold, as well as any coinage recovered from the pits, counts towards this. I did make 1 GP equal to $600, in an effort to massively overcomplicate my currency system by making the coin values roughly equal to their weight in the respective metal, but this still means that if a player makes $30k in a session, they immediately gain 50 character points. I might change this around if it gets too chaotic, but I'm sticking with it for now.

Of course, 1:1 timekeeping is in effect right from the start, I have dedicated channels allowing my players to communicate their plans for downtime activities, and as of writing, I have two patron players with near-ready characters and their respective organizations. I'll incorporate them soon.

And that's about it! Any important details will be written up later, but it's relatively easy to get all the important details taken care of when you're running with a toolbox as robust as GURPS.

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