Guest Post by Kyle Norton About three years ago, one of the players in my regular GURPS group offered to run a Dungeon Fantasy campaign. He had been working on the setting for more than a decade, and finally felt he had reliable enough players to tromp around in it, so off we went. He […]
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Gamemaster’s Guidepost: Dungeon Fantasising IV
Guest Post by Kyle Norton About three years ago, one of the players in my regular GURPS group offered to run a Dungeon Fantasy campaign. He had been working on the setting for more than a decade, and finally felt he had reliable enough players to tromp around in it, so off we went. He […]
Continue readingGamemaster’s Guidepost: What Makes Dungeon Fantasy Special, Part II
Guest Post by +Antoni Ten Monrós Continued from his earlier post, Toni continues talking about what makes Dungeon Fantasy special. GURPS Characters are DiverseGURPS is not constrained by classes or level. Dungeon Fantasy has templates, but the biggest difference between templates and actual classes is that classes give define your character’s abilities, while templates give you suggestions […]
Continue readingGamemaster’s Guidepost: What Makes Dungeon Fantasy Special, Part I
Guest Post by Antoni Ten Monros Steve Jackson Games is running the “Dungeon Fantasy Roleplaying Game, Powered by GURPS” Kickstarter, and one of the questions you often get, is why? Why use GURPS to handle dungeon delving games, when the 800-pound gorilla of the industry, D&D, and it’s (retro)clones have that market niche well covered? What does […]
Continue readingGamemaster’s Guidepost: Dungeon Fantasising I
Guest Post by Hal “Wavefunction” Batty I have a confession to make, I’ve never played or run a session of Dungeon Fantasy, and yet I own every single book and Pyramid article on the subject. That’s partly because I’m an obsessive GURPS hoarder, but I do have a particular fascination for Dungeon Fantasy. I’ve read each book […]
Continue readingGamemaster’s Guidepost: Building Player Characters to the Concept
One thing that I pretty much always do in all games I run is building player characters “to the concept” vs. “on a point budget.” As you can imagine, this threw some of my players in my Aeon campaign for a loop. Matter of fact, one player said: “Wait, you want me to build this […]
Continue readingGamemaster’s Guidepost: Someone Always Has to be the Nazis
Over on Facebook there was a thread talking about being the bad guy and eventually someone chimed in “Someone Always Has to be the Nazis.” Think about that for a moment. Someone always has to be the Nazis. That’s…pretty damn profound if you think about it – at least for storytelling and game design. Let’s […]
Continue readingGamemaster’s Guidepost: Back to the Drawing Board
My recent post on creating an advantage that gave a bonus to all rolls was pretty controversial. On one hand some folks liked my methodology, on the other hand I was to be branded a traitor of the Holy Word of Rules as Written. I still stick by my blogpost. But that whole thing raised […]
Continue readingGamemaster’s Guidepost: Decomplicating Combat
As it oft times happens to me, a conversation can inspire a whole blog post. In this case a conversation with +Kyle Norton is the huckleberry. He asked “How do you deal with something like someone with Extra Attack 2 and Altered Time Rate 4 or a necromancer with a horde of minions?” And it’s really a […]
Continue readingGamemaster’s Guidepost: Playing With High Point Totals
Sigh. Ok. The following blog post is going to sound equal parts preachy, derisive, and ranty (the last is my favorite dwarf from Snow White – he looks like Lewis Black and is just as pissy). For that, I’m sorry. I’m pretty sure I’m going to manage to offend someone out there who believes that […]
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