Showing posts with label templates. Show all posts
Showing posts with label templates. Show all posts

Monday, November 18, 2013

Monster files

In yesterdays post I talked of my dislike of using computers at the gaming table. All of my prep work for things that will be used at the table get printed out and stored in binder or folders. Until now that is. I am trying something new.  In GURPS Dungeon Fantasy books monsters are presented using the same format. I made a blank template following that same format, with a couple of minor changes.

Name:
ST


HP


Speed


Class

DX:


Will:


Move:


Source Book

IQ:


Per :


SM:




HT:


FP:


DR:




Dodge:


Parry:




Attack Level Damage






Traits:

Skill:

Notes:




It is formatted to fit on a 4x6 index card.  The cards will be stored in a small file box with dividers for each letter of the alphabet.

I am working my way through all of my GURPS books, my collection of old Dragon and Dungeon Magazines, as well as several old 2nd edition AD&D books, pulling out monsters I like, converting the ones I need to, and printing out a card for each one. This has been a huge undertaking. In the long run it will be worth it. All of the monsters will be filed in one place. I will be able to use this for years to come. It is pretty easy to transport. Each card records the book and page number the monster came from, so I can look it up later if needed. At some point I am planning to print a picture of each monster on the back of it's card.


I am using three different styles of encounters in the game.  First will be set encounters. The second are area monsters. The third will be wandering monsters

Set encounters will take place in a set location. For example, one room is home to a Wight.  The Wight will stay in the room until acted upon by the PCs. This will often be encounter where the monster is either trapped in a room, or makes a certain room its home.

Area encounters will take place over a larger area.  An Orc tribe occupies several room in the same general area of the dungeon. Within the area the Orcs may move around, set watches at different places etc. They, for the most, part will stay in one section of the dungeon.

Wandering monsters are just that, monsters that wander around the dungeon.  For these I will be constructing a chart, and rolling randomly to see what shows up to harass the PCs.  I plan to make this chart quite long. Something about 100 random monsters showing up appeals to me.  I am taking care to make sure that the random monsters still fit the feel of the dungeon.


Prep work update:  More monsters were built, a couple of rooms were stocked, and I have an idea about lighting in the dungeon that I still need to develop a bit.




Friday, November 15, 2013

The Characters

I just finished building the last of the PCs for the group.  Character generation was a 50/50 split.  Half of the players built their own characters, the other half had me do it for them.  Those that had me do it are pretty new to GURPS, and were not able to be there the night we worked on the characters.  They told me what they wanted, race, template, etc and I just plugged it into GURPS GCA. I try to make choices that the player can live with, and always give them the option of changing out after a couple of sessions if the character isn't meeting expectations. Whenever I can, I give each player three characters to choose from. Each one will have a different main weapon choice, and there will be some slight variations in the disadvantages and skills.

For this game I gave the players 300 points, -50 in disadvantages and -5 for quirks.  This is more than standard starting points for a Dungeon Fantasy game. I wanted the players to have room to choose a second lens if they wanted, or one of the more expensive races templates. Plus, it is pretty easy to just add more Orcs to the encounters to make up for the extra points.

Race choices for the game were limited a bit.  The players could choose from the following

  • Dragon-blooded
  • Dwarf
  • Elves (Half Elf, High Elf, Shadow Elf, and Wood Elf)
  • Gnome
  • Halfling
  • Half Orc
  • Human
I had originally planned to allow Goblin PCs, but took them off the list.  For the Old School feel of the game, goblins need to be monsters.

Template choices were
  • Artificer
  • Assassin
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Holy Warrior
  • Knight
  • Martial Artist
  • Ninja
  • Scholar
  • Scout
  • Swashbuckler
  • Thief
  • Wizard
I also allowed for characters made without a template, but they would be limited in the power ups and improvements they could make after game play started. (no one took this option)

The Starting roster for Spiderweb in the Corner will be
  • A Dwarf Cleric (not sure which of the spell lists he will choose)
  • A Dwarf Knight with ST 20 and +2 Striking St (I was asked to make a super strong dwarf fighter)
  • A Half Orc Barbarian spear wielder
  • A Human Wizard with most, if not all, of the fire spells
  • A Human Thief
  • A Human Knight, or maybe he was dragon blood, the player went back and forth and I don't remember what he settled on.
I usually don't allow that much overlap in the characters (2 knights and a barbarian) but really, you can never have too many fighter types.  Like I said, there are always more Orcs in the dungeon.  The only thing they are really missing is a Scout, they may be a bit weak in the ranged attack department.  I will probably have a hireling or two for filling the gap. Of course the will need to be paid, may be of questionable quality and loyalty, but if they can keep the pointy end aimed in the right direction its better than nothing.

None of the characters chose a second lens, for which I am grateful, At least at the start of the game I want to keep an eye on niche protection (fighters being the exception).  Also, I don't think anyone chose from the template's power up options.  A lot of stats and skills were increased above the template starting level. To be honest, I if I were a player, that is what I would have done too.

Overall I think this is a good mix. I am looking forward to the PCs getting names and personalities. A couple of the players made character choices that they don't normally pick. The guy who usually plays a fighter chose a thief, and the guy who usually plays a more timid type of character chose a knight. It will be interesting to see how they adapt their play style to fit the different role in the party.

Prep work update: The characters and one hireling are stated out and ready to go. I finished re-reading Dungeon Fantasy Monsters I. Next I want to get a couple more rooms ready and put together a couple more monsters.