Published 2008 by Steve Jackson Games.
GURPS Dungeon Fantasy 2: Dungeons
Welcome to the Dungeon
At the dawn of roleplaying, a typical adventure consisted of meeting an old wizard in a tavern and following his dusty map to an underground complex filled with monsters. Running the game was easy, too: roll for monsters, randomly determine treasures, and move on to the next room.
GURPS Dungeon Fantasy 2: Dungeons helps you recapture the simplicity of those classic dungeon crawls for GURPS Fourth Edition, with:
• Quick-and-dirty rules for more than 100 dungeon-specific tasks, covering preparation, exploration, skullduggery, combat, and looting. • Suggestions on planning dungeons; filling them with traps, creatures, and treasures; and getting rumors out to the adventurers. • Notes on balancing encounters so that players are worried but still have a fair chance (unless they deserve to be stomped!). • Monster-design guidelines, with 19 sample creatures from the ever-popular dire wolf to the freakish mindwarper. • Advice on such game-mastering …
Welcome to the Dungeon
At the dawn of roleplaying, a typical adventure consisted of meeting an old wizard in a tavern and following his dusty map to an underground complex filled with monsters. Running the game was easy, too: roll for monsters, randomly determine treasures, and move on to the next room.
GURPS Dungeon Fantasy 2: Dungeons helps you recapture the simplicity of those classic dungeon crawls for GURPS Fourth Edition, with:
• Quick-and-dirty rules for more than 100 dungeon-specific tasks, covering preparation, exploration, skullduggery, combat, and looting. • Suggestions on planning dungeons; filling them with traps, creatures, and treasures; and getting rumors out to the adventurers. • Notes on balancing encounters so that players are worried but still have a fair chance (unless they deserve to be stomped!). • Monster-design guidelines, with 19 sample creatures from the ever-popular dire wolf to the freakish mindwarper. • Advice on such game-mastering challenges as handling player knowledge, giving out treasure, speeding up combat, keeping everybody involved, and adjudicating divine intervention.
Because sometimes you want realism, and sometimes you want to burst into a 10x10 room, slaughter the orcs, and see what’s in the chest!