Player: “Okay, this is a -4 to my roll because of posture, another -2 for attacking a side hex…”GM: “Shouldn’t I be doing this?”Player: “Oh, I was just helping…okay, and another -4 to range…”GM: “No. Stop. Just roll.”Player: “But…but the modifiers.”GM: “I know the modifiers – you make the rolls.” Even in realistic GURPS games (of […]
Continue readingDesigner’s Notes: Impulse Control
FNORD. SO MUCH FNORD. I was lucky enough to be asked to be part of the issue and even more lucky to end up on the cover of the 100th issue of the third iteration of Pyramid. Truly, the Secret Masters have put their blessing upon me. On a personal note, my first article “It’s […]
Continue readingGamemaster’s Guidepost: What’s Love Got To Do With It?
“Ewan: Love is a many splendored thing, Love lifts us up where we belong, All you need is love!Nicole: Please, don’t start that again.” – Elephant Love Medley, Moulin Rouge (2001) “Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It does not dishonor others, it […]
Continue readingDesigner’s Notes: Necro-Psi
I’ve done a lot of work creating new powers for GURPS Psionic Powers one of my biggest regrets was not getting credit on that book (I playtested it – but got no credit). I think my love for the system PK put together as much as my regret in not earning that credit has driven me […]
Continue readingBoil and Bubble: Mahotsukai Ritual Path Magic
Japanese sorcery or mahō (which means “evil spirit rites”) has a long and sordid history in Japan. Those who could bend the elements to their command (Earth, Fire, Water, Metal, and Wood) were called mahōtsukai or “magic bearers” and were feared and distrusted by most of the populous… …if you’d like to read more, consider […]
Continue readingGURPS101: More Telepathy Powers for Psionic Powers II
GURPS Psionic Powers offers one of the more interesting power frameworks for GURPS Fourth Edition. The following new power “Mind Chains” increases the arsenal of any telepath… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingCarpe Blogiem: Aeon Handouts I
So one of the things that I enjoy doing as a GM is creating handouts. Now, before the Digital Age this involved painstakingly hand drawn creations (possibly “aged” with coffee or tea) and it often consumed my time as much as actually planning the game did. Well, these days you can create even more fantastic […]
Continue readingDesigner’s Notes: The Monstrous Monstroum
Being one of those who was in on the Dungeon Fantasy Roleplaying Game was a huge honor – the system itself is rather amazing and Sean Punch did a wonderful job streamlining GURPS into this lean, mean, gaming machine. When I was asked to contribute to Welcome to Dungeon Fantasy I knew what I wanted to do immediately: […]
Continue readingGamemaster’s Guidepost: Dealing With Player Turnover
One of the unavoidable truths of running a campaign for any length of time is player turnover. It happens. People have to live their life and sometimes that means they have to be responsible and say “No more games today/for a while/etc.” I got to thinking about this as it concerns me since I lost […]
Continue readingCarpe Blogiem: Aeon Team Rosters – Part V
As in the previous posts (see here, here, here, and here) I’m talking about my Aeon campaign and the various teams within it. State of the V-TeamNewly assembled and ready to kick butt, the V-Team consist of characters from a previous (abaonded) supers campaign. A lot of Aeon is built from that world (and one other) and […]
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