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 Post subject: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Jan 31, 2014 11:10 am 
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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Jan 31, 2014 4:35 pm 
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I still have my copy (one of the Guidon Games versions). I enjoyed it allot. I have a box of hand painted little metal ships to use with it. I don't see that the mechanics would have been used in D&D, other then the concepts of rolling D6's for combat results and moral. Maybe I don't see it from a high enough level...

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 01, 2014 4:53 am 
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I actually have two copies -- one of the Guidon version and one of the TSR version -- and they are very similar.

I bought them because (1) they were a Dave/Gary collaboration, and (2) I thought that maybe there would be an OD&D connection in the same way that Chainmail is somewhat connected to OD&D.

Like Greg, I don't really see that DGUTS has much in common with the naval rules from OD&D, but unlike Greg I've never really played the game so maybe my perspective is skewed as well.

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 01, 2014 4:31 pm 
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According to something , the Armor Class mechanic first appeared in a game Dave Arneson was working on called Civil War Ironclads. The game was never published, but I heard some rumours that this system was also used in DGUTS?

I have ordered a copy of DGUTS, but am still waiting for it to arrive...

-Havard

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 02, 2014 9:24 am 
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I never played the ironclad game, although I have seen others play it. So, I am not familiar with the mechanics. DGUTS doesn't have anything like armor classes, though.

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 12, 2014 6:41 am 
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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 12, 2014 7:30 pm 
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No real connection that I've noticed. DGUTS is mostly historical ship combat, and I never saw any real similarity between it and fantasy gaming. Believe me, I wanted to find something.... :(

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 23, 2014 12:38 pm 
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Finally got my hands on this one. I wish Arneson had compiled a "fantasy" supplement to DGUTS, similar to the Fantasy Supplement in Chainmail. At least two sea battles are mentioned in the FFC. One is between the fleet of Blackmoor and Sea Monsters. I wonder which rules were used to handle these situations?

-Havard

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 24, 2014 6:48 am 
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My understanding is that Dave's "house rules" were used for all naval actions. I've never seen any mention that DGUTS was used for anything Blackmoor.

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 Post subject: Re: DGUTS - Don't Give Up The Ship, By Arneson, Gygax & Carr
PostPosted: Feb 24, 2014 5:16 pm 
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