Game Design Credits

Published Supplements
Currently, I've gotten one "Authorial Credit," one "Editorial Credit", two "Additional Material Credits," one "Indexer Credit", and one "Formatting Assistance Credit" to my name.


Dungeon Grappling
From the first story ever told, to tales on the silver screen. Gilgamesh and Beowulf. Hunting cats and giant scorpions. They all have at least one thing in common: they engage in one of the oldest forms of combat on the planet. Dungeon Grappling delivers that to your tabletop, for editions including OSR-based, the PFRPG, and 5e.



Pyramid: Dungeon Fantasy Collected
For years, the third volume of Pyramid has provided GURPS Dungeon Fantasy players with cutting-edge material for their own crypt-crawling campaigns. This compilation collects Pyramid articles which have appeared outside of the Dungeon Fantasy- and Alternate Dungeons-themed issues, but are of particular interest to Dungeon Fantasy gamers. It includes over 20 articles taken from issues 10, 13, 19, 25, 38, 43, 47, 48, 56, 58, 61, 64, 68, 70, 75, 77, 78, 80, and 82. This is a direct compilation, without updates or changes.
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GURPS Dungeon Fantasy 19: Incantation Magic
"A brand new kind of magic user for your dungeon-crawler game"

Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic is ready to power up your Dungeon Fantasy game today!
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See here for Designer's Notes on my blog.


GURPS Monster Hunters 5: Applied Xenology
I was in on this one from the moment the book's title started getting sorted out. I vaguely recall suggesting "Alien Unknown" and "The Fringe" and "The Invasion," but I rather like the title that PK ultimately choose. I know I consulted for the monsters, the new magic system, and made a couple of other random suggestions (high-tech alchemy was one too). I was a playtester too, but I also did some final checking before it headed to production. This was a ton of fun to be a part of, and I hope to one day add my own name to a volume of Monster Hunters.



GURPS Aliens: Sparrials 
Elizabeth McCoy put a lot of work into her debut into GURPS 4th edition and I'm proud to say that I got to help her right from her first alpha draft. Mind you, it was only some formatting issues and a few other odds and ends. Believe me, I was more than happy to help her with whatever she needed considering how much help she gives me pretty much all the time.
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GURPS Thaumatology: Ritual Path Magic
I put in a lot of work into this book. I supplied more than half of the published example rituals, the rules for Alchemy, and I was one of the lucky few who got to review it before it was out. Seeing that I got not one, not two, but three mentions, I think that belongs here as well. I don't think that Jason "PK" Levine would disagree either.




Magazine Articles
I write mostly for Pyramid magazine, but I'll scribble anything for a penny. As of right now, I have 47 credits to my name, 47 articles total, 1 "Special Thanks," and 12 cover issues.. The following are the issues I've been published in:


#3/28 Pyramid: Thaumatology II
"It's Pure Chemistry!" -- an expansion of the alchemy rules from GURPS Magic. This article includes 10 new elixirs, three new techniques, and a new spell for those who make magical mixtures. GURPS Dungeon Fantasy delvers will love the options for expanding elixir effects.
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This was a Cover Issue for me.
See here for Designer's Notes.


#3/29 Pyramid: Psionics
"Expanded Psychokinesis," -- a collection of six new abilities that expand on those in GURPS Psionic Powers. Manipulate sound, survive deadly falls, and more! This article also includes new techniques and perks as support.
http://e23.sjgames.com/item.html?id=SJG37-2629
This was a Cover Issue for me.
See here for Designer's Notes.


#3/31 Pyramid: Monster Hunters
"Pulp Hunters!," -- an extensive guide to translating the templates and tools from Monster Hunters to a bygone era of adventure. Who knew that hanging from a cliff would be the least dangerous part of the hero's life?
http://e23.sjgames.com/item.html?id=SJG37-2631
See here for Designer's Notes.


#3/43 Pyramid: Thaumatology III
"Bottled Magic," -- an expansion of the Ritual Path magic options from GURPS Monster Hunters. With rules for potions, salves, and more, you won't think over these new options; you'll drink over them!

See here for Designer's Notes.


#3/45 Pyramid: Monsters
"The Wild Hunt," -- a look at the forces of the dark fae. Especially suitable for a Monster Hunters campaign (and building on the foundation of this issue's "Inhuman Options"), these timeless terrors are also suitable for any GURPS campaign where ogres, unseelie, and more can terrorize young and old alike.

See here for Designer's Notes


#3/46 Pyramid: Weird Science
"Metatronic Generators" -- A GURPS gear-creation system that will let you design all matter of oddness. It unleashes eight impossible items, including the mind-control staff and the ricocheting discus.


See here for Designer's Notes.


#3/47 Pyramid: The Rogue's Life
"May the Shadows Guide You" -- Adds to the possibilities presented in GURPS Powers: Divine Favor. Discover a god who grants miracles to rogues and those who promote liberty in all its forms.

This was a Cover Issue for me.
See here for Designer's Notes.


#3/48 Pyramid: Secret Magic
"Magical Tradecraft," -- an expansion of the Ritual Path magic system found in GURPS Monster Hunters 1: Champions. Use these new rituals and elixirs to aid sneaky snoops and obscured assassins.

This was a Cover Issue for me.
See here for Designer's Notes


#3/49 Pyramid: World-Hopping
"A Song of Many Worlds," -- an alien method of talking to planets that builds on the GURPS Psionic Powers framework to deliver new abilities, techniques, and a template.

See here for Designer's Notes.


#3/56 Pyramid: Prehistory
"The Old Ways," -- a collection of 29 new spells (plus rules and insight) that bring primitive magical flavor to the Ritual Path Magic system found in GURPS Monster Hunters.

See here for Designer's Notes.


#3/57 Pyramid: Gunplay
"Magic Bullets," -- showing you how to keep the darkness at bay when normal shots aren't the right "caliber." Now it's easier than ever to build exotic ammo for your favorite GURPS weapon!

See here for Designer's Notes.


#3/58 Pyramid: Urban Fantasy II
"Safe as Houses," -- a GURPS guide on how to defend structures from paranormal threats. Keep the baddies from violating your domain, or learn how something can become a Bad Place as described in GURPS Horror.

This was a Cover Issue for me.
See here for Designer's Notes.


#3/60 Pyramid: Dungeon Fantasy III
"It's a Trap!" -- An extensive look at adding random traps to Dungeon Fantasy, with over 20 tables to determine the type, quality, and effects. Now the heroes will regret going down that corridor you warned them about.

See here for Designer's Notes.


#3/63 Pyramid: Infinite Worlds II
"Lord of Your Own Domain," -- presenting a detailed GURPS system of traits and modifiers needed to manifest your own interdimensional pocket fiefdom, including a new GURPS Psionic Powers ability.

See here for Designer's Notes.


#3/64 Pyramid: Pirates & Swashbucklers
"Sailing the Open Skies," an expansion for GURPS Spaceships that shows that, for a good captain, the sky's the limit! Build your air-sailing vessels using the provided options, or take one of the four prebuilt versions to feel the wind in your face faster than ever.
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See here for Designer's Notes.


#3/65 Pyramid: Alternate GURPS III
"Team Up!", new rules that will have your heroes working together and combining abilities like never before. Note: I had a co-author on this one, you can find his other work here.
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See here for Designer's Notes.


#3/66 Pyramid: The Laws of Magic
"Alternative Ritual Path Magic," an incredibly meaty supplement of optional possibilities for GURPS Thaumatology: Ritual Path Magic. Learn how to combine Ritual Path magic with other GURPS systems, including Book magic, Divine Favor, effect shaping, realms, symbols, and much more. This supplement-sized feature is sure to offer untold opportunities for practitioners of Ritual Path Magic!
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This was a Cover Issue for me.
See here for Designer's Notes.


#3/67 Pyramid: Tools of the Trade - Villains
"How Very Tempting," a GURPS guide to selling your soul for power and profit. Gain an understanding of what souls are worth, what you can get, and what happens when it's time to collect.
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See here for Designer's Notes.


#3/69 Pyramid: Psionics II
"Mind and Body," a collection of new GURPS Martial Arts styles, martial-minded abilities in the style of GURPS Psionic Powers, new perks, and more!
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See here for Designer's Notes.


#3/71 Pyramid: Spaceships II
"Vehicle Imbuements," a system that expands the options of GURPS Power-Ups 1: Imbuements to the realm of transportation. Let your vessels dodge, speed, ram, or self-repair like never before!
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See here for Designer's Notes.


#3/72 Pyramid: Alternate Dungeons
"Dungeon Fantasy Video Gaming," a guide to bringing computer RPGs to the tabletop, with a versatile new GURPS template -- the imitator -- plus rules and guidelines for bringing the pixelated experience to the players.
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See here for Designer's Notes.


#3/73 Pyramid: Monster Hunters II
"The Department of Occult Defense," a guide to a secret government organization that hides the horrific truth from the public while keeping it safe. Learn about the group's history, competitors, and adventure ideas. You'll also get a new perk, power, Ritual Path spells, and two new Enemies (with new GURPS stats).
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See here for Designer's Notes.


#3/74 Pyramid: The Wild West
"Outlaws and Arrows," a guide to porting GURPS Action to the Wild West, including two new templates, new lenses, and a boomtown of adventuring tips.
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See here for Designer's Notes.


#3/75 Pyramid: Hero's Jackpot
"A Familiar Path," ideas for bringing preternatural companions to your side with GURPS Thaumatology: Ritual Path Magic. Frequent Pyramid contributor Christopher R. Rice shows how you can summon, create, and control your own bonded friend.
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See here for Designer's Notes.


#3/76 Pyramid: Dungeon Fantasy IV
"Hidden Knowledge," Christopher R. Rice's guide to tweaking and enhancing magic, enabling you to create secret spells, scribe glittering grimoires, concoct captivating spell names, and do other mystical activities.
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See here for Designer's Notes.


#3/77 Pyramid: Combat
"It's a Threat!" -- a guide to determining how deadly GURPS Dungeon Fantasy monsters are (with all Dungeon Fantasy critters up through Pyramid #3/76: Dungeon Fantasy IV). See each creature's Offensive Rating, Protective Rating, and Combat Effectiveness Rating, or calculate ratings for your own monsters. Never deliver too small a threat or too great a danger to those meddling heroes . . . unless you want to!
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See here for Designer's Notes.


#3/78 Pyramid: Unleash Your Soul
"Cursed Thou Art," Christopher R. Rice's in-depth look at the Divine Curse disadvantage, and how it can be reused or reformed in new and terrifying configurations. Become a Marked One, endure Cassandra's Dilemma, or speak with the Rhymer's Tongue . . . or apply these rules to unleash curses on others!
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See here for Designer's Notes.


#3/79 Pyramid: Space Atlas
""The Vanishing Sun," detailing an entire solar system that somehow ensnares ships. Christopher R. Rice describes this enigma's backstory, its system features, a new GURPS template for the curious Quicksilver-Born, plus adventure and crossover ideas for bringing this challenge into your campaign."
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See here for Designer's Notes.


#3/80 Pyramid: Fantasy Threats
"The Gryndel Menace," terrifying creatures that may have inspired the legends of dragons - before maturing into something much worse! Discover GURPS stats for the monster in its various life stages, information on the deadly infection it inflicts, details on other strains of the terror, insight into how to use it in various GURPS campaigns, and other awesome info.
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This was a Cover Issue for me.
See here for Designer's Notes.


#3/82 Pyramid: Magical Creations
"The Hunter's Reliquary," a guide to relics in the realm of GURPS Monster Hunters from noted Pyramid author Christopher R. Rice. In the ongoing fight against The Enemy, an angel's feather or holy grail might provide just the edge you need to triumph.
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See here for Designer's Notes.


#3/83 Pyramid: Alternate GURPS IV
"Pointless Monster Hunting," a meaty guide to making characters for GURPS Monster Hunters without character points! Frequent Pyramid contributor Christopher R. Rice shows you what you need to create your champions quickly and easily -- plus some new options.
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This was a Cover Issue for me.
See here for Designer's Notes.


#3/84 Pyramid: Perspectives
"Heroes on the Mass Scale," an in-depth guide to translating adventurers into the GURPS Mass Combat system. Zooming out from furious personal melee to larger tactical battles has never been easier!
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See here for Designer's Notes.


#3/85 Pyramid: Cutting Edge
"The Perky L33t," an Appendix Z from frequent Pyramid contributor Christopher R. Rice that adds new perks to cyberpunk netrunners.
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See here for Designer's Notes.


#3/86 Pyramid: Organizations
"What's in a Lair?," a guide to making headquarters for your favorite GURPS organizations. It includes a sample base -- the Lofty Heights -- suitable for inspiration or moving into!
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This was a Cover issue for me.
See here for Designer's Notes.


#3/87 Pyramid: Low-Tech III
"Purveyors of the Priceless," a set of new possibilities that let you explore life as a low-tech trader in GURPS. Now you can barter for some loose gems, use new perks to help you flex your mercantile might, and even have a full-time job as a trader.
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See here for Designer's Notes.


#3/89 Pyramid: Alternate Dungeons II
"Eastern Adventures," a guide to new realms of adventure from frequent Pyramid contributor Christopher R. Rice in the vein of the martial artist from GURPS Dungeon Fantasy 1: Adventurers and the master of shadows from GURPS Dungeon Fantasy 12: Ninja. Learn how to make distinctly unique adventures that tap into the vein of the "Mysterious East," with information on how to translate existing templates, plus a new samurai lens, new races, power-ups, and more.
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See here for Designer's Notes.


#3/90 Pyramid: After the End
"Survival After the End," an exploration of staying alive amid a wasteland world. Prolific Pyramid penman Christopher R. Rice goes beyond the survival options from GURPS After the End 2: The New World with new and expanded rules for how your After the End explorers can catch fish, find water, start fires, and more.
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See here for Designer's Notes.


#3/91 Pyramid: Thaumatology IV
"Codex Duello," a guide to how to conduct and resolve duels among mages, from master Pyramid penman Christopher R. Rice. Resolve disputes or simply fight to the death, whether you're using GURPS Magic, GURPS Thaumatology: Ritual Path Magic, GURPS Thaumatology: Sorcery, or even GURPS Psionic Powers!
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See here for Designer's Notes.


#3/93 Pyramid: Cops and Lawyers
"Above the Law" looks at laws in relation to the powers of GURPS Supers, GURPS Psionic Powers, and other paranormal abilities.
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See here for Designer's Notes.


#3/95 Pyramid: Overland Adventures
In a low-tech world, travel can be dangerous. Explore the perils of getting from here to there in this month’s issue of Pyramid, the PDF magazine for roleplayers. In "The Emerald Hell," you'll discover the adventure potential of jungles, with ideas for travel, survival, combat, dangers, and even campaigns. This month in David L. Pulver's column, encounter a caravan of monsters with their ill-gotten loot. Whether you're looking for realism or cinematic excitement, this issue is worth the journey for all overland adventurers!
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See here for Designer's Notes.


#3/97 Pyramid: Strange Powers
Extraordinary abilities may belong to those you least expect . . . including yourself. Unchain the impossible in this month's issue of Pyramid, the PDF magazine for roleplayers. "High Psi" by Kelly Pedersen amps up psionic powers, making them more powerful than ever. This month's column from David L. Pulver adds anime-flavored anthropomorphized high-tech weapons. Whether you skulk among the shadows or soar above the skies, this issue makes the impossible look easy!

But maybe people can't help disbelieving in strange, psychic powers. What if the universe itself were conspiring to keep them unknown, hiding them behind a Mask of Humanity? Christopher R. Rice explains how the Façade obfuscates the unnatural, from reality-altering wizards to dark monsters who evoke our worst fears. This campaign switch allows you to run supernatural games in the real world without having to explain why everything hasn't changed . . . it's because the world doesn't want to.
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See here for Designer's Notes.


#3/98 Pyramid: Welcome to Dungeon Fantasy
The most difficult part of the heroic journey is often the beginning. We make embarking easier than ever for GURPS Dungeon Fantasy adventurers in this month's issue of Pyramid, the PDF magazine for roleplayers. With "You All Meet at an Inn," expectations flip when the heroes find themselves desperately defending a tavern. In this issue's included bestiary, over a dozen new monsters threaten would-be treasure-hunters. Designed for the core GURPS Dungeon Fantasy supplements, most of this issue can be used with the forthcoming Dungeon Fantasy Roleplaying Game as soon as the boxed set is cracked open. Welcome to the dungeon-fantasy experience; heroes wanted!

There's an art to crafting opposition. The GM needs to mix classic fantasy foes with new, unexpected monsters to keep the delvers on their toes. And Christopher R. Rice offers plenty of both in The Monstrous Monstorum. Enjoy iconic beasts such as the grü, mimic, and mummy; surprises like the excremental, hellwasp, and stone shark; three new diseases (tied to specific monsters, but also usable standalone); and rules for allowing bouda (hyena-folk with a powerful bite) as PCs.
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See here for Designer's Notes.


#3/99 Pyramid: Death and Beyond
For some worlds, death isn't the end; it's the beginning of new and exciting possibilities. We spring beyond this mortal coil with this month's issue of Pyramid, the PDF magazine for roleplayers. "Necro-Psi" by Christopher R. Rice unleashes necromantic abilities through a lens of psionic might. This month's column from David L. Pulver lets players become personifications of death. Whether unchaining death's potential in dungeons, harnessing strange negative energies, or donning the robes of the Grim Reaper, this issue will add new life to your campaign!
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This was a Cover Issue for me.
See here for Designer's Notes


#3/100 Pyramid: Pyramid Secrets
For years, Pyramid – the PDF magazine for roleplayers – has delivered monthly delights to your gaming table. In this, our 100th issue, we bring you material that spans the possibilities of GURPS in all its amazement. "Infinite Weapons" arms you with new GURPS High-Tech firearms you might find across the GURPS Infinite Worlds setting. This month's column from David L. Pulver reveals new organizations and possibilities conjured from the pages of GURPS Ultra-Tech. Secrets and surprises are waiting for you in this anniversary issue!
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This was a Cover Issue for me.
See here for Designer's Notes


#3/101 Pyramid: Humor
Some of the best comedy exists from simply turning expectations on their ear. So when a group of teen sleuths and their animal mascot try to uncover who's wearing the rubber suit in The House of 10,000 Sock Monkeys, the true dark humor begins after they've cracked the case. Tremlett and Rice give you options for playing as the Puzzle Pals in a straight satire or as your own PCs in a wide range of games; either way, expect the unexpected.

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See here for Designer's Notes


#3/102 Pyramid: Epic
Sometimes you just want to take your games to the extreme, where too much of a good thing makes it even better. Behold, this month's epic issue of Pyramid, the PDF magazine for roleplayers! Forge mighty weapons and useful artifacts in GURPS with the power of imbuements. Face fearsome armies amid all-out war in GURPS Dungeon Fantasy. Repel an alien invasion using bleeding-edge GURPS Spaceships vessels. With this issue, the unimaginable has never been easier!

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This was a Cover Issue for me.
See here for Designer's Notes


Playtester Credit
I've playtested the following books:

GURPS Adaptations
GURPS Aliens: Sparrials
GURPS Boardrooms and Curia
GURPS Disasters: Meltdowns and Fallout
GURPS Dungeon Fantasy Adventure 1: Mirror of The Fire Demon
GURPS Dungeon Fantasy Denizens: Barbarians
GURPS Dungeon Fantasy 17: Guilds
GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic
GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
GURPS Dungeon Fantasy Treasures 1: Epic Treasures
GURPS Gun Fu
GURPS High-Tech: Adventure Guns (no listed credit)
GURPS High-Tech Pulp Guns Volume 1
GURPS High-Tech Pulp Guns Volume 2
GURPS Magic: Plant Spells
GURPS Mass Combat
GURPS Monster Hunters 1: Champions (no listed credit)
GURPS Monster Hunters 2: The Mission (no listed credit)
GURPS Monster Hunters 3: The Enemy
GURPS Monster Hunters 5: Applied Xenology
GURPS Psi-Tech
GURPS Psionic Powers (no listed credit)
GURPS Powers: The Weird
GURPS Social Engineering
GURPS Social Engineering: Back to School
GURPS Sorcery: Protection and Warning Spells
GURPS Spaceships 1
GURPS Spaceships 2
GURPS Spaceships 3
GURPS Spaceships 4
GURPS Spaceships 5
GURPS Spaceships 6
GURPS Spaceships 7
GURPS Steampunk 1: Settings and Style
GURPS Thaumatology: Ritual Path Magic
GURPS Thaumatology: Sorcery
GURPS Zombies: Day One
Transhuman Space: Bio-Tech 2100


Forthcoming Titles:
Dungeon Fantasy Roleplaying Game

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