Learning DFRPG

Learning any RPG’s rules is always a long and slow process but the best method seems to be to focus on a combination of reading and doing. Today, I was lucky to be able to hop online and run a quick combat with a couple of friends – as ever, I immediately improved my learning.

With the Dungeon Fantasy Roleplaying Game, which is based on GURPS, there are numerous small differences in the rules which are designed to emulate the kind of classic dungeoneering experience I’m seeking to bring to my Fellmyr game. Running a combat was illuminating and reminded me that I need to practice.

One of the key problems I always face is that running tests and practice runs always feels false. Sitting down to play a scenario (either alone or with friends) helps to overcome this impression. It’s one thing to run a test fight with some Goblins but that combat has a wholly different feeling when it’s part of a small dungeon.

My next steps are to do just that: to sit down and run through a small dungeon. I want to integrate the Alexandrian’s Dungeoncrawling Procedures from the new book, and that has required a little bit of calibrating to suit DFRPG’s systems. The biggest question has been around how far to let adventurers move at Dungeon Pace.

Testing the rules and procedures is the best way I know of to both learn the systems and figure out the best way to run things for the taste of our group. Here’s hoping I can get the basics down in time for our next session in a couple of weeks time.

Oh, and I made another 62 point character: Tull is a guard in the Stone Harrow militia, taking Lord Stone’s shilling. He’s struggling and fed up with life in the barracks, minded to try his own hand at adventuring but doesn’t really have the coin to equip himself. He’ll be first to volunteer if Lord Stone seeks to send more guards out with those visiting adventurers.

Game on!

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