by Steve Jackson Games
Magic items please
Love me some trapz
Traps thank you.
@Charles Saeger: My count was only through JustJessie23. I wonder where my extras for Magic Items came from (just not enough to check more thoroughly at the moment). Thanks for posting your count. More accurate numbers from someone taking it more seriously are always appreciated.
@CR Hough: Counting Stephan Pennington as "Dungeon," I get 83 Traps, 58 Magic Items, 51 Dungeon through Eric's vote. Regardless of haste (mine is less hasty; I've been updating it every few hours), Traps is the pretty clear winner.
As of now (with the caveat that it was a quick count and probably isn't accurate) the tally stands at about:
64 for Magic Items
81 for Traps
52 for Dungeon 3
My first desire would be another adventure...only if all three adventures could form a larger connected campaign. But since that probably won't happen, then Traps.
Another dungeon. But make it... a wilderness adventure!
I'd say traps.
magic items are, well, magic. They can do anything you want them too. And we already have two example dungeons coming. But a quick trap reference is a great tool for a GM.
Traps! With advice on how to place/use them when designing your own dungeons and explaining their synergies with monsters/hazards.
I'm changing my vote from Dungeon 3 to Traps. Any reseource that gives a newbie GM a leg up on making their own dungeons is a good one.
And we can always petition Kromm to write up his Magic Items notes as a new DF pdf.
They all sound good, but I'm voting for Magic Items.
Magical Items seems the most practical of the options. Dungeons and traps are things I've done on the fly for... longer than most gamers have been alive.
My vote is for Traps.
Dungeon - traps can be fun, but are not very hard to do on-the-fly (plus while they're a part of the concept, I know a lot of players who despise them on principle), and the dungeons come with some magic items anyway.
As part of this is about overcoming the barrier to entry of GURPS, the more accessible it is for pick-up-and-play, and the more it shows of the breadth of adventure possible, the better. Plus I'm hoping for a Town or Wilderness based dungeon, for a change of pace...
Traps, having experienced making a megadungeon of my own having a good and extensive trap reference is very helpful. Make sure the mundane traps gets support as well as the strange and unusual.
Magic Items please!
Dungeon 3 with extra Munchkins on the side please
Traps, pretty please!
I say traps
Traps all the way