Saturday, January 18, 2025

GURPS: Everquest

EverQuest is one of those games that is more of a setting than it is a game. The MMO has been going on decades, and the definition of "what a class is" and "what classes have what powers" is a subject really only for the hardcore players, and even then, the endgames is where the action is at, and the numbers are so high damages are in the billions these days.

It is an easy setting for a game like Dungeon Fantasy to simulate, and you can get away with all of the standard Dungeon Fantasy templates as the standard EverQuest classes. Not many will really notice, and to most, a fighter is a fighter in this sort of setting, and the setting is why they are playing. This is almost the opposite of D&D, where people will play more for the classes than the setting, but here, you give me a Dungeon Fantasy wizard, and yeah, that could be an EverQuest wizard easily with very little suspension of disbelief.

The only notable must-haves for this world is Dungeon Fantasy 3 (The Next Level) for shadow elves and other backgrounds you may wish to reskin, and there is also the unholy warrior here for a nice shadow-knight template. Dungeon Fantasy 9 (Summoners) is good for beast-lords  and necromancers. To be fair, these are more "advanced classes" for a game like this, and you can add these in later as needed.

Playing in the classic EverQuest setting is the huge appeal here. There is also an alternate timeline for EverQuest II, and all that really changes is the map and current events. They are both pretty much well interchangeable except for the story and the places you can go.

Monsters are pretty well much standard fantasy monsters, and there are fewer than most OSR games when you start. A lot of these will be goblins, orcs, gnolls, skeletons, giant rats, fire beetles, spiders, and your typical MMO creatures. If you want to simulate the special dungeons you will need a strategy guide with maps and monster lists.

Plenty of online resources exist for EverQuest.

You can "wing it" pretty easily in a world like this, and inventing new dungeons in this world will be pretty simple, as you can just say there are forts, caves, villages, evil temples, and other places not in the main game that are in your world. If you are trying to do a "Guk-like" dungeon, just makes it a twisting maze of hexes with evil frogs, trolls, and other swamp beasts living in there. No one is going to call you out for things not being perfect, they will be happy to play in the setting and not worry about the specifics.

Close enough in Everquest is just fine as long as you get the major cities, locations, and places correct. You can play a "softer lore" setting and include other fantastical races not normally playable, like the Minotaur-like Tizmaks, or the otter-like Othomirs, and be just fine, too. Again, it really does not matter much how closely you play the lore to the game, the game as it is today is very little concerned about lore outside of the RP communities.

You can run an entire campaign out of one of the major cities and be just fine, with limited visits to other locations. Your players, their experiences with the game, and their interests will drive where you need to focus on. There will be factions, conflicts, and races that will play the starring role here, and there are some great ones. The dark elven city of Neriak, the good city of Qeynos, and the evil Freeport are all amazing locations, and they don't really have to be "lore accurate" in terms of maps and locations. If you get the flavor and feeling right, that will be great for most players. These locations have changed over the years, and even during each game's lifetime, and there is also the limited part of the city each game can simulate - so you are free to expand and make up as much as you like about these places.

If you ever played these games, the maps are pretty primitive, so anything you imagine will definitely be an improvement. EverQuest 2 has a few more "interesting points of interest" so you may run into those expectations, but for the most part you will be fine, or the players can help you with lore. Most hardcore fans will be thrilled to play in this setting, and will be more than willing to help out fill in the details.

These games are also free-to-play, so if you needed to log in and see a place, it is certainly possible.

The normal Dungeon Fantasy magic items are also "good enough" for this setting, and you don't need a complete magic item list for the game out of a strategy guide, unless you really want to, or have a favorite item you want your character to get their hands on. Dungeon Fantasy (Magic Items) is a good resource to have here, and you can do some fun items, like making musical instruments as "casting items" (or bonus items), and you can outdo the original game pretty easily. Dungeon Fantasy 8 (Treasure Tables) is also an excellent resource for creating treasures and magic items.

I like this conversion since there isn't that much pressure to "rebuild the MMO" in the GURPS rules. Bog-standard fantasy will cover most of the pieces you need, and you really only need a few flavor locations, gods, and foes to get the feeling right. The games have progressed decades of expansions, and it would be impossible to recreate everything exactly how it exists in the game.

This feels different than kitchen-sink fantasy or B/X conversions since there are more current expectations there that you have a near-complete set of conversions of monsters, magic items, and the standard tropes. We have a feeling that we need to be "much closer to the rules" with B/X conversions to GURPS than does a setting like EverQuest, where in all honesty, if it played and sounded like an "EverQuest the streaming TV show" it would be more than fine in most player's eyes.

This feels more like a novel of TV show conversion than a "game into another game" conversion, which makes the work a lot easier, and sets the expectations bar pretty low. The "realistic feeling" of GURPS will also be a plus here, and put a more realistic lens on the setting than a typical d20 or 5E game, and yes, there was a D&D 3.5E game for this world. 

GURPS will do the setting far more justice and give us some hardcore "grind and simulation" which is what the original game was all about back in the day. I don't want 3.5E "bags of hit points" for this setting. I want realism and drama, and that movie-like feeling that GURPS does so well.

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