Creating a Character
As mentioned elsewhere, you will need a copy of GURPS Dungeon Fantasy 1 and GURPS Basic Characters.
Pick one of the following templates listed below. All templates are exclusive – if someone has already picked a template, it will be crossed out. This is to prevent overlap of skillsets and to allow everybody to contribute something useful to the table.
Barbarian– Claimed by Gary
Holy WarriorClaimed by Cyrus
- Martial Artist
Swashbuckler– Claimed by Derrida ThiefClaimed by Ben WizardClaimed by Max
After selecting your template, write down everything that the template instructs. There will be choices in the template which helps give some focus to your character. After filling out all of the required stuff, you’ll want to purchase equipment listed in the Gear chapter of Dungeon Fantasy 1.
When buying gear, keep in mind that you start with $1,000. If you want to have special items or you need more money, there is a callout box that explains how to do that at character creation.
After you’ve bought your gear, come up with a one or two line backstory or something interesting about your character that you’re going to tell the other players, a name, and you are good to go.
Who You Are In-Game
You have arrived with your adventuring compatriots in the town of Etria after hearing of the increasingly famous Yggdrassil Labyrinth, a place that many have ventured into, fewer have returned from, and non has mastered. The massive tree which holds the entrance to the labyrinth is said to have grown since the beginning of the world, and all manner of fantastic creatures and ancient treasures are there for the taking. Anybody can go into the labyrinth, of course, provided they have the correct permits.
The challenge lies in getting out with all the loot.
Out of Character Info
GURPS Dungeon Fantasy is the GURPS answer to Dungeons and Dragons. Focusing on the most enjoyable aspects of dungeon crawling, players step into the role of one of eleven professions and march bravely into the dungeon with the ultimate goal of getting the most loot and escaping alive. All other issues are secondary – a paladin may have a vendetta against demons that killed his father, but he’s also looking for the Holy Firebrand of the Justicar to further his ends.
In short, this is a game about getting a high score.
Does that mean there’s no room for roleplaying, non-combat situations, and the like? Absolutely not. There will be plenty of opportunities to interact with town denizens and dungeon locals as well as find a developing story about what the mysteries of the labyrinth entail. As the GM, I want to design this game around exploration and puzzle solving first, with combat and social situations being second, and compensating challenges with appropriate rewards.
What you should expect as a player who is new to GURPS
First off, don’t panic. GURPS has a lot of stuff that you can do with it, and with more sourcebooks from the current edition and nearly twice as many sourcebooks from the previous edition, there’s a lot to take in. The main idea is that with GURPS, the GM controls what sourcebooks are available and the majority of the hard thinking is done during character generation.
People have the most problems with character creation first, then combat second. Most other things are resolved fairly quickly once the general feel of resolution mechanics are established (3d6, roll under skill or other target number to succeed).
This game is somewhat different from other hack and slash systems like D&D. Combat has very different options and is designed to go quickly – turns are only one second long and you have maybe one or two actions at most to do before the next turn. Ideally, all combats are ones that have been prepared ahead of time, and each combat should hold some kind of meaning or provide a key to furthering the overall narrative.
But enough about that. You guys should pick it up during the play. We’re all in this together! And if it doesn’t work out, we can play something else.