Recently a poster on the forums asked: “I was wondering how someone would model soul stealing spells and creating soul gems (that function basically the same way as Mana-stones). I don’t see any spells, besides maybe soul jar, that represent ripping the soul of of a being and converting its energy into a Mana-stone.I was also […]
Continue readingGamemaster’s Guidepost: Dungeon Fantasy Encounter – Battle at Bloodfire Falls
Sometimes a Dungeon Fantasy GM just needs a quick boss encounter. It doesn’t necessarilyhave to be anything special, just something tough for the players with decent loot at the end.Well look no more! Here’s a quick encounter with “fun” Elder Things and some already rolledtreasure. With new traps, monsters, and diseases what else could a […]
Continue readingDesigner’s Notes: Vehicle Imbuements
GURPS Power-Ups 1: Imbuments is one of those books that is so simple and yet so ridiculously complex. It lends itself quite well to just about any campaign frame as it can be easily explained as belonging to whatever supernatural or cinematic abilities are available in the setting. What’s more Imbuements are extremely easy to expand […]
Continue readingTriple Threat: Hellwasp
Hellwasp These monstrous insects can grow upward to two feet long (not including a 6” to 12” stinger!) and are shades of mottled red and gold. It’s iridescent wings bioluminescence at night and is often confused with swamp gas emissions and/or St. Elmo’s fire. Since they prefer dark, humid environments they can often be found […]
Continue readingGamemaster’s Guidepost: Monster Hunters Encounter – Seal and Stone
This quick encounter has a fast set-up and can be dropped into place in any Monster Hunters campaign. The players come across information that an actual Nephilim grave (giants who roamed the earth before the Biblical Flood) has been found. After some quick research they realize that the ancient creature has been bound to its […]
Continue readingDesigner’s Notes: What’s In a Lair?
I haven’t exactly kept it a secret that I dislike the current rules for bases in GURPS Supers. The concept overall is sound – which is why I kept some elements of it – I dislike the idea of paying points for gear generally, but I especially dislike it in this instance because in just about […]
Continue readingGamemaster’s Guidepost: A Novel Approach to GMing, Part III: Here’s the Plan
Guest Post by Scott “Rocketman” Rochat It’s the heart of a hundred novels and screenplays: the team of experts, moving like a well-oiled machine. With wit and muscle, they work their way past every obstacle, thanks to their intricate and well-rehearsed plan. But there’s a reason audiences don’t watch a rehearsal. Put it at the […]
Continue readingGamemaster’s Guidepost: Dungeon Fantasy Loot Rolls
“Loot! Loot! GIVE US THE LOOT!” cries the players around your table. But dang it! You forgot to roll some loot for your adventure last night because you were too busy designing some traps and custom monsters with which to foil your players. Well guess what? I got you covered. Not only do I have […]
Continue readingGamemaster’s Guidepost: A Novel Approach to GMing, Part II: Do I Feel A Draft?
Guest Post by Scott “Rocketman” Rochat “…I do like to take a story and reorder it, put things in different places. This allows me to see things in a new and sometimes surprising way.” –Carol Windley, Boston Globe interview Revise. Revise. Revise again. Few words are hated more by an author. And few might seem […]
Continue readingDesigner’s Notes: The Perky L33t
My second Appendix Z, “The Perk L33t” was actually one of the first things I wrote after my debut article “It’s Pure Chemistry!” I’d just read W.A. Frick’s “Console Cowboys and Cyberspace Kung Fu” and I thought “Wow, this is amazing – how the heck did he come up with such a perfect application of BAD […]
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