GURPS Design Credits

Steve Jackson Games is one of the oldest role-playing game companies out there. I’m very proud to say that I started my career with them and contributed pretty heavily to their generic RPG, GURPS.

Dungeon Fantasy Companion 3

Before the Dungeon Fantasy Roleplaying Game arrived in the hands of eager fans, new material for it appeared in the pages of Pyramid magazine . . . and support continued until the last issue of that volume.

Now, we collect a trove of those Pyramid goodies – over 20 articles – lightly updated, enhanced with atmospheric art, and designed to fit with the rest of your Dungeon Fantasy RPG collection. Discover new professions like the wrestler and undead-hunter. Unlock new character options, such as gear kits and a background generator. Face new monsters and traps! Go on adventures, including a solo tale perfect to teach the game’s basics. And yet more awaits!

It can be purchased here.

There are no designer’s notes.


Dungeon Fantasy Traps


Brave heroes have no shortage of things trying to kill them, from wicked sorcerers to slavering monsters. But traps hold a special place in this genre. There’s no emotional impetus behind a trap, and the enemy who set it may even be long gone – which is why traps drive home the point that even the dungeon itself is trying to kill you!


This was originally a Kickstarter stretch goal from the Dungeon Fantasy Roleplaying Game Kickstarter. You can purchase it here.

You can find the designer’s notes here.

Dungeon Fantasy Collected (Pyramid Anthology)

Pyramid_dfc_cvr6-ed_1000For 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.

It can be purchased here.

GURPS Aliens: Sparrials

Gurps_aliens_sparrials_1000Elizabeth 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.

It can be purchased here.

There are no designer’s notes.

GURPS Dungeon Fantasy 19: Incantation Magic

Cover_lg“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 Magicis ready to power up your Dungeon Fantasy game today!

See here for Designer’s Notes on my blog or here for designer’s Notes in Pyramid. You can purchase it here.

GURPS Horror: Beyond the Pale


My fourth work and one I co-wrote with J. Edward Tremlett. This was a lot of fun. J. has a very twisted mind and he’s quite good with horror. This was a natural fit for us both.

See here for Designer’s Notes.

This was part of a Kickstarter and can be found for sale here.






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,” “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). 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.

It can be found here for purchase.

There are no designer’s notes.

GURPS Monster Hunters 6: Holy Hunters


Champions and sidekicks built using the crusader, brother, or gifted template, mystic lens, or clergy motivational lens are likely to draw power – or at least conviction – from forces beyond the temporal. Some call their devotion “spirituality” or “philosophy” rather than “religion,” but by any name it’s faith. Yet while the topic is broad and deep, games too often reduce it to “Wielders of generic powers granted by anonymous forces battle nameless evil. News at 11.”

It can be found here for purchase.

There are no designer’s notes.

GURPS Monster Hunters Encounters 1


My fifth work and second solo effort. I really enjoy GURPS Monster Hunters as a line and as a read. It’s kind of wacky, makes fun of itself, but can be serious too. I like that. This particular work combined some of my favorite bits of pop culture into two fun adventures.

See here for Designer’s Notes (forthcoming).

This was part of a Kickstarter and can be found here for purchase.

Designer’s notes can be found here. (Forthcoming)

GURPS Monster Hunters Power-Ups 1



My third work and first solo work. I’ve been a fan of Monster Hunters since Jason “PK” Levine offered to let me sneak a peek at the playtest files for the first three books. Adding my own to his work is something I’ve wanted to do for a while and I leapt at the chance to write a book in the series.

See here for Designer’s Notes.

It can be found here for purchase.

GURPS Realm Management


GURPS Mass Combat puts you in command of armies, and GURPS Boardroom and Curia allows you to run almost any other kind of organization. But what about fiefs? Nations? Galactic empires?

This is where GURPS Realm Management steps in. It provides a way to generate a full spread of vital statistics for a polity of any size – not unlike those for cities in GURPS City Stats, but on a potentially far grander scale. Even better, it offers a system for managing your “realm” day to day . . . and for resolving trade, diplomacy, and conflicts (hot and cold) between it and its neighbors. And all of it is friendly to the PCs being the ones calling the shots!

See here for Designer’s Notes.

It can be found here for purchase.

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.

It can be purchased here.

There are no designer’s notes.

How to Be a GURPS GM: High-Powered Origins

This was part of a Kickstarter and is not available for purchase from Warehouse 23 at this time.

See here for Designer’s Notes (forthcoming).

How to Be a GURPS GM: Ritual Path Magic

My fifth work and third solo project. This one was fun to write and I like to think informative. Like it’s predecessor it collected rulings, notes, and micro-systems from the Internet and other books into a cohesive whole along with several new things. It’s not a book for newbies, but rather a book of advanced meta-knowledge the GM needs to know when running with Ritual Path Magic.

This was part of a Kickstarter and can be found here.

See here for Designer’s Notes (forthcoming).

Pyramid Dungeon Collection

Discover long-lost treasures revived for a new era of dungeon-delvers! The Pyramid Dungeon Collection brings together a trove of material from the earliest eras of Pyramid magazine – much of it unavailable for over a decade – updated to GURPSFourth Edition and GURPS Dungeon Fantasy! It includes locations, adventures, magic items, options, and more. Visit an impossible flying city, unleash an unusual form of magic, and clash against strange monsters.

This is available for purchase here.

There are no designer’s notes


Editing Credits

The following are books I have edited.

GURPS Sorcery: Sound Spells


Even in the darkest rooms, sound is everywhere . . . and often underestimated. Turn that omnipresent ambience to your advantage, with GURPS Sorcery: Sound Spells.

Expanding on GURPS Thaumatology: Sorcery – a must-own tome to use this volume – Sound Spells augments your arcane library with an array of aural magic. It includes 35 sonorous spells, inspired by their counterparts from GURPS MagicGURPS Magic: Artillery SpellsGURPS Magic: Death Spells, and GURPS Magical Styles: Dungeon Magic.

Whether unleashing a Thunderclap, listening to Echoes of the Past, or erecting a Wall of Silence, the ears hold power the eyes cannot fathom. Discover the percussive power of Sound Spells!

You can purchase it here.

Playtester Credit

I’ve playtested the following books:

Published Books (Steve Jackson Games)

Dungeon Fantasy Roleplaying Game
Dungeon Fantasy Roleplaying Game: I Smell a Rat
Dungeon Fantasy Roleplaying Game: Magic Items
GURPS Action 7: Mercenaries 
GURPS Adaptations
GURPS Aliens: Sparrials
GURPS Boardrooms and Curia
GURPS Disasters: Hurricanes
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 21: Megadungeons
GURPS Dungeon Fantasy Adventures 2: Tom of the Dragon King
GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic
GURPS Dungeon Fantasy Setting: Caverntown
GURPS Dungeon Fantasy Setting: Cold Shard Mountains
GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
GURPS Dungeon Fantasy Treasures 2: Epic Treasures
GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower
GURPS High-Tech: Adventure Guns (no listed credit)
GURPS High-Tech Pulp Guns Volume 1
GURPS High-Tech Pulp Guns Volume 2
GURPS Hot Spots: The Silk Road
GURPS Magic: Plant Spells
GURPS Mars Attacks
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 Monster Hunters 6: Holy Hunters
GURPS Power-Ups 9: Alternate Attributes
GURPS Powers: The Weird
GURPS Powers: Totems and Nature Spirits
GURPS Psi-Tech
GURPS Psionic Powers (no listed credit)
GURPS Social Engineering
GURPS Social Engineering: Back to School
GURPS Sorcery: Protection and Warning Spells
GURPS Sorcery: Sound Spells
GURPS Spaceships 1
GURPS Spaceships 2: Traders, Liners, and Transports
GURPS Spaceships 3: Warships and Space Pirates
GURPS Spaceships 4: Fighters, Carriers, and Mecha
GURPS Spaceships 5: Exploration and Colony Spacecraft
GURPS Spaceships 6: Mining and Space Industry
GURPS Spaceships 7: Divergent and Paranormal Tech
GURPS Steampunk 1: Settings and Style
GURPS Steampunk 2: Steam and Shellfire
GURPS Steampunk 3: Soldiers and Scientists
GURPS Template Toolkit 2: Races
GURPS Thaumatology: Ritual Path Magic
GURPS Thaumatology: Sorcery
GURPS Zombies: Day One
GURPS Vehicles: Steampunk Conveyances
GURPS Vehicles: Transports of Fantasy

Published Books (Gaming Ballistic)

Fantastic Dungeon Grappling
Forest’s End
Hall of Judgement
Hand of Asgard
Lost Hall of Tyr
Nordlondr Folk
The Citadel at Nordvorn
The Dragons of Rosgarth

Forthcoming Titles:

GURPS Fantasy Folk: Goblins
GURPS Fantasy Folk: Kobolds
GURPS Fantasy Folk: Winged Folk
GURPS Renaissance Venice: Merchants of Venice
GURPS Template Toolkits: Spirits
GURPS Tactical Shooting: Extreme Conditions