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Steve Jackson Games Announces 2024 Release Schedule
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<blockquote data-quote="Argyle King" data-source="post: 9271365" data-attributes="member: 58416"><p>I can understand 3rd level, especially since some classes in D&D don't start to get options or much customization until about then. </p><p></p><p>I think higher than that, while doable, might be a lot for someone to take in without fully understanding what the powers and spells on their sheet actually do or when/why they should be used. </p><p></p><p>My opinion is that Douglas Cole's products for Dungeon Fantasy provide a better starting point than what the DF boxed set provides right out of the box. </p><p></p><p>One of the reasons that I think so highly of After the End is because it starts at a power level that is easier to grasp for people learning the game, while also providing a setting that can be used to learn everything from basic rules to vehicle combat, mutants, and guns. </p><p></p><p>Additionally, in just the first few pdfs, you have most of what you would need to cover Fallout or Mad Max style games. </p><p></p><p>You could also add a few elements from DF to After the End and have something that captures a Dark Sun vibe, with most of the parts already assembled.</p><p></p><p>I've been thinking about doing that the next time I run a GURPS game. What I have in mind to kick off the game is using the free adventure <a href="https://warehouse23.com/products/caravan-to-ein-arris-gurps-fourth-edition" target="_blank"><em>Caravan to Ein Arris</em></a>, but with some modifications such as adding mutants, evil slavers, and radiated desert hazards.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9271365, member: 58416"] I can understand 3rd level, especially since some classes in D&D don't start to get options or much customization until about then. I think higher than that, while doable, might be a lot for someone to take in without fully understanding what the powers and spells on their sheet actually do or when/why they should be used. My opinion is that Douglas Cole's products for Dungeon Fantasy provide a better starting point than what the DF boxed set provides right out of the box. One of the reasons that I think so highly of After the End is because it starts at a power level that is easier to grasp for people learning the game, while also providing a setting that can be used to learn everything from basic rules to vehicle combat, mutants, and guns. Additionally, in just the first few pdfs, you have most of what you would need to cover Fallout or Mad Max style games. You could also add a few elements from DF to After the End and have something that captures a Dark Sun vibe, with most of the parts already assembled. I've been thinking about doing that the next time I run a GURPS game. What I have in mind to kick off the game is using the free adventure [URL='https://warehouse23.com/products/caravan-to-ein-arris-gurps-fourth-edition'][I]Caravan to Ein Arris[/I][/URL], but with some modifications such as adding mutants, evil slavers, and radiated desert hazards. [/QUOTE]
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Steve Jackson Games Announces 2024 Release Schedule
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