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 […]
Continue readingCarpe Blogiem: Aeon Team Rosters – Part IV
As in the previous posts (see here, here, and here) I’m talking about my Aeon campaign and the various teams within it. State of the C-TeamC-Team has been a bit bumpy. Loss of PK (who was the team lead) and the speeding up of the timeline for them caused a LOT of dissonance. I also […]
Continue readingCarpe Blogiem: Aeon Team Rosters – Part III
The current ongoings of my Aeon teams. But first, some notes for the overview of all teams. The State of the Aeon Campaign I finished up part of the technology file for Aeon itself. It clocked in at around 10k worth of words. Sigh. I don’t miss this part of speculative settings. At all. I took a […]
Continue readingGamemaster’s Guidepost: Fairy Rings
Guest Post by Anders Starmark Fairy rings are rings of mushrooms that grow outward, leaving a circle of dark green or dead grass behind them. They can appear wherever the terrain is relatively flat and unobstructed – grasslands are ideal. They are a powerful help for magicians, but can cause bad luck for anyone else. […]
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