jackel:
Yes, it is based on the Dungeon Fantasy template. My youngest two kids 16 and 12 are wanting to play and I figured it would be easier for me to convince the wife to purchase the Dungeon Fantasy 1 PDF at just $8 than to purchase the Fantasy for around $30. I might get the Fantasy for my birthday, but Magic is before it in the hit list.
Hmmm... let's see books you own, Basic Characters, Basic Campaign, Ultra Tech, Spaceships, and GURPS Traveller...
So if you're running a DF game for two teens... my purchasing recommendations:
Either go all in for the DFRPG boxset pdf (
http://www.sjgames.com/dungeonfantasy/) which is $40 and has
everything you need (ruleswise) to run a dungeon fantasy GURPS game*... or if you're set on going the DF route...
In this order, get these books:
DF 1 Adventurers, DF 2 Exploits, DF 3 The Next Level, GURPS Magic (and Pyramid 3-60 Dungeon Fantasy III for the Wizardry Redefined article), DF 16 Wilderness, DF 11 Power Ups. These are pretty much core to running DF, 1 is adventurer templates, 2 is GMing rules, 3 is non-human races and some power-ups for the templates, 18 is GMing rules for outdoors adventures, and 11 is more power-ups and replaces 3 for this aspect.
I'd start with 1, 2, and 3 and Magic at the minimum and get 16 and 11 PDQ.
* DFRPG Boxset basically combines 1, 2, 3, Magic and Pyramid 3-60 Dungeon Fantasy III. And everything you need from the Basic books. But... it's kinda limited (at least those of us old hands at GURPS see it as limited) in that it really needs DF 11 and 16.
My actual recommendation is to go in with DFRPG Boxset and pick up DF 11 and DF 16. And then pick up other DF booklets as they strike your fancy, like 3 is good for the extra races that the DFRPG boxset doesn't have, DF 5 Allies is an
excellent ally resource (for any fantasy game, not just a DF style game), as is DF 9 Summoners. DF 8 Treasure tables is a godsend. Etc. Then get Fantasy... then maybe Magic someday... then any other non-DF books that strike your fancy (GURPS 3e Religions is great!).
Or ask and I can copy that one particular article from the magazine for you (though
It's a Trap! by Christopher Rice is also excellent, if not quite as necessary).
In fact... if someone were running their own Fantasy game and not using the DF line I'd strongly recommend they pick up DF 2 and 16 just for the rules those books have on running dungeons and outdoor settings. Seriously, I was a long time hold out against the DF series (it was 'too silly' to me) until I read DF 16 (it was recommended on the forums as a "must use for outdoor games", and not just for DF, for modern, Ultra-Tech, Post-Apoc, etc). DF 16 sold me on the series, so I went back and read DF 2 and discovered the silliness was seriously toned down in DF 2 and thereafter and was just a 'minor thing' in 1 that was overblown.
This message was last edited by the GM at 22:44, Wed 10 Apr 2019.