Wow. It’s finally out. The original idea for this article goes all he way back to early 2013 when +Antoni Ten Monrós and I were thinking about how we’d do “old school vancian” magic. I suggested RPM and he liked the idea and threw the ball back at me “What if we change the paths completely?” Inner Me: […]
Continue readingGURPS101: Art of the Wild Part II
Some more cuts from my “Born to Be Wild” Pyramid article… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: Ritual Path Magic Spells – Path of Chance I
GURPS Thaumatology: Ritual Path Magic is one of my favorite magic systems that GURPS has yet to produce. The flexibility of the system lets you do darn near anything. One of my favorite spell types is “luck manipulation” and here are a few spells I’ve made for my own games… …if you’d like to read […]
Continue readingBoil and Bubble: Quick and Quirky Charms
Guest Post by Kalzazz One of the things that has always seemed a bit peculiar to me is that the Quick and Dirty rules for Charms make it rather difficult to have quirks, and especially, much more difficult to quirk a spell than to botch it entirely. Further discussion on that here. Now, for those […]
Continue readingCarpe Blogiem: Author, Patreon, and Blog Highlights – September 2017
Here’s the highlights for me from September 2017 (And yes, I know I’m a little late – I try to do this at the beginning of the month. but stuff happened.) Authorial Highlights I submitted the article that needed to be finished (and oh-god-why-didn’t-this-end-in-estimated-word-count). The article S. A. Fisher and I were writing was finished, […]
Continue readingGURPS101: GURPS, Justice, and the Dungeon Fantasy Way
My buddy +Douglas Cole just tossed up a kickstarter for his 5e adventure “Lost Hall of Tyr.” I have been one of the lucky few he’s shown the thing to pretty much from the beginning and despite my lack of comments on anything but the most surface of observations he’s continued to let me see this thing […]
Continue readingGURPS101 – Art of the Wild Part I
I recently wrote a Pyramid article expanding wildcard skills for GURPS Monster Hunters champions. Not all of them made the cut for one reason or another, but most of the ones I did cut had little to do with actual monster hunting and therefore didn’t have room or make sense within the series… …if you’d […]
Continue readingBoil and Bubble: Utility Spells for Sorcery II
GURPS Thaumatology: Sorcery is one of the newer magic systems for GURPS, but it makes use of one of the oldest of GURPS rules systems: modified advantages. Anyways, this is a follow-up to a previous post – here are a couple more “utility” spells for Sorcery… …if you’d like to read more, consider becoming a patron! […]
Continue readingMelee Academy: Reordering Initiative II
A random stray thought while sleep-deprived over on my private Discord server for my gaming group had me asking if you could reverse the order of initiative in GURPS and what it would ultimately mean. This led to a couple of other thoughts and I’ve just kind of tossed them all down here. Do note that […]
Continue readingGamemaster’s Guidepost: How Much Lore Is Hidden?
When building a campaign setting or starting a new campaign one of the things that you must decide as a GM is what skills are important, what skills exist, and what skills don’t exist. For campaigns with magic, psionics, and other “paranormal powers” one of the key jobs a GM has is to decide what […]
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