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Illuminated Site of the Week
In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were lead to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).
Now Dungeon Fantasy: Adventurers brings these classic dungeon crawlers into GURPS. Sean Punch, architect of Fourth Edition, guides players and gamemasters alike through GURPS' many options, to create characters who can kick down doors and slay dragons with the best of 'em.
Dungeon Fantasy: Adventurers shamelessly cuts corners, focusing on characters who can “hack-n-slash” to the exclusion of almost everything else. This is a quick reference guide for gamers who want a fast, fun adventure; use it in a serious fantasy campaign at your peril. This volume focuses on the characters; watch for Dungeon Fantasy: Dungeons for advice on running the adventure. -- Paul Chapman
Warehouse 23 News: Life, Liberty, And Shooting Monsters
When in the Course of human events, it becomes necessary for one people to Get Their Game On, a decent RPG is required. Colonial Gothic, for example. It's a historical/horror game that asks a very simple question: why have one war when you can get two for the same price?
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