So one of my players and I got to talking about how you might design an ability where the FP cost were variable depending on how well you rolled to activate it. This got me to thinking – how the heck could I do something like this? I eventually came up with a conclusion that wasn’t […]
Continue readingGamemaster’s Guidepost: Organizing Your Gaming Notes
Any gamemaster (or writer) worth his salt always has more ideas than he has time. These ideas may be half-baked, over-cooked, or perfect and fully formed like Athena on paper from your Zeus-like noggin. It’s just a hazard of the mindset – too much stuff floating in our heads and too much “what if” thinking […]
Continue readingGURPS101: Alternate Forms as Fake IDs
One of the more interesting ideas I had lately was treating Alternate Identity as if it were an Alternate Form. I figure I’d go through the basics of the concept and see if it’s worth developing further… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons […]
Continue readingBoil and Bubble: Utility Spells for Sorcery Part I
GURPS Thaumatology: Sorcery is one of those magic systems that looks simple on the outside, but hides a deep well within. Since at its core it basically is what makes GURPS great – the ability to modify a trait to suit the needs of the designer… …if you’d like to read more, consider becoming a patron! Note: […]
Continue readingGamemaster’s Guidepost: My Rules For Spending Points
Some people let you spend willy nilly. Some (like myself) will only let you spend points at certain times. Some are point nazis (“Ve must spenct zee hours and zee points! SCHNELL”). However you you do them is all gravy with me. But this is how I do it for pretty much every single game […]
Continue readingGURPS101: Attribute Synergies
Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]
Continue readingDesigner’s Notes: Deathtraps
My second Dungeon Fantasy Roleplaying Game Pyramid article is out and it’s a bit of a follow-up to my book Dungeon Fantasy Roleplaying Game: Traps. I did my best to keep most of the traps in the book to be somewhat fair. I didn’t even both with the article. It was a roster of deathtraps. That was […]
Continue readingGURPS101: Dungeon Fantasy Favored Professions
GURPS Dungeon Fantasy has a nifty notation for it’s non-human races: “Marginal Professions” and “Favored Professions.” Basically, “this is going to be hard due to your race” or “this is going to be easier due to your race.” Now, if we go old skool races had an impact on your character class – why? Because reasons. Because […]
Continue readingCarpe Blogiem: GenCon 50 – Aftermath
Man. Coming back home I was out of it. I feel like I slept for a week yesterday. Today I’m a bit more rested, but still tired. I spent most of today unpacking and catching up on some stuff from home. My cat seems to have missed me, and basically hasn’t left my side since […]
Continue readingCarpe Blogiem: GenCon 50 – Day 3
I’m writing this from home because Day 3 was just CRAZY and then the trip home was me mostly hallucinating from lack of sleep until I finally got home and passed out for 10 hours before waking up, eating, and passing out for another 12. So here is what happened Saturday August 19th, 2017 at […]
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