In my quest to find a to run next year, I bought the Dungeon Fantasy (GURPS) and Mongoose Traveller 2E Bundles of Holding -- both very good deals.

Some initial reactions:

DUNGEON FANTASY

The initial adventure, I Smell a Rat, seems pretty good. While no plan survives contact with the players, it tries to enumerate various things that might happen. It's set in one location that will be easy to translate to any standard fantasy world built before or after running it.

The rules, though ... maybe crunchier than I wanted. The general rule is "roll <= the appropriate skill on 3d6", but there are a STAGGERING number of modifiers in the 114-page "exploits" book. There are also some very weird corner cases, like:

"If a supernatural attack permits a resistance roll and the subject is living or has IQ 6+, there's a cap on the attacker's effective skill: 16 or the defender's actual resistance score, whichever is greater."

Normally rolling low is good and modifiers are applied to the target number (rather than the dice), but for reaction rolls both of these things are reversed. Why?!

Maybe with time one internalizes the 33-page combat section, but I'd be reluctant to spring this on an audience that didn't have experience with RPGs.

MONGOOSE TRAVELLER

I went with the deluxe version of this bundle, which is huge: 15 books!

The campaign that comes with this bundle (part of the Starter Set), The Fall of Tinath, is set in a new subsector half a galaxy away from charted space. I can see that they did this so that new players wouldn't feel intimidated by the lore, but on the other hand it means that the vast majority of setting books published by Mongoose and its predecessors are irrelevant. That complaint aside, it seems (on a light skimming) to not simply hand all the work to the GM as often as other Traveller adventures.

It all still feels a bit dry in a straight-to-VHS-80s-movie way.

@peterdrake I've not picked up that dungeon fantasy bundle yet - definitely will do.

The thing about gurps is how much you can ignore (though not sure how this applies to DF specifically). For combat I'd probably start by using just the rules in the free gurps lite booklet and gradually expand the rules as the table gets accustomed to them. Gurps _can_ be low crunch if you use it that way - it is just a tool set after all

Maybe check Chris Normand on youtube too for modulating crunch

@tomhanney @peterdrake
It pretty much works as well for me in Dungeon Fantasy as it does in #GURPS

I may be odd, but not every session in my games has consistent crunch. Something else I find useful is the GURPS game aid for foundry. While I didn't use that for my game in the FLGS, I have used it pretty much all my games for the last 2 years.

I recognize that not all players or GMs like maps, but I do. I'd say about half my players do also. (The others don't care either way.)

@peterdrake @tomhanney
That is completely fair. For a while I had two F2F games. The one in the FLGS I did without electronics. This was more to ensure that people without such could still play. For the one at friends' houses, I did use the VTT, largely because then it didn't matter as much if they lost their sheet.

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