Note: This is the creation of Hal “Wavefunction” Batty – not my own. Thanks for the contribution, Hal! A Bloodroot is an enormous, tree-like creature. It main body consists of a broad tree trunk with two other trunks attached to the sides forming thick arms, jointed at the elbows, and ending in a mass of […]
Continue readingGamemaster’s Guidepost: A Novel Approach to GMing, Part IV: A Matter of Character
Guest Post by Scott “Rocketman” Rochat “Be sure not to discuss your hero’s state of mind. Make it clear from his actions.” –Anton Chekhov I’m going to start with something basic, but true. Your players can’t see your characters. I’ll give you a moment to recover from the shock. It’s a problem every author has. […]
Continue readingGURPS101: Dungeon Fantasy Knight Power-Ups and Gear
I was playing in a Dungeon Fantasy game GMed by Timothy “Humabot” Ponce and one of my fellow players (Tai Parry) created what was essentially Link from Legend of Zelda. What eventually became one of Tai’s signature moves was a slam with a shield. It was, in a word, devastating. Inspired by various game sessions and a few […]
Continue readingDesigner’s Notes: Magical Tradecraft
This one was another one of those things that was a blast to write. I mainlined Burn Notice for several days, while taking notes for cool feats of skill or times when magic would have just been insanely useful to have. I then watched a few spy movies, made a few more notes, and then […]
Continue readingDesigner’s Notes: A Song of Many Worlds
Another article that started out a campaign material and then I whipped into shape to become something more publishable. Like most of the articles I pull directly from my campaigns I had very few pieces to cut because it was so concentrated. This was also the article where I fixed what I viewed as a […]
Continue readingCarpe Blogiem: Session Writeups and Criteria
So this is something that +Peter V. Dell’Orto, +Douglas Cole, and others have been talking a lot about lately. (See here, here, here, and here.) So I’ve been thinking about what Peter said here and here’s my feeling on it. Omniscient GM PerspectiveI like to write from this perspective – so I’m done with this. After […]
Continue readingDesigner’s Notes: May the Shadows Guide You
With “May the Shadows Guide You” I began to hit my stride. I’d half a dozen articles under my belt and a hit in Metatronic Generators (which is still fairly popular years later). The meat of this article actually hailed from a defunct fantasy campaign I ran. My significant other wanted to use GURPS Powers: […]
Continue readingGURPS101: More Bioenhancement Abilities for Monster Hunter Experiments III
Like the previous two installments, today’s Special is all about the experiment from GURPS MonsterHunters. With even more new abilities for experiments, between the three issues it’s practically a Power-Ups book for GURPS Monster Hunter experiments! ..if you’d like to read more, consider becoming a patron! If you are already a patron click here for […]
Continue readingDesigner’s Notes: The Wild Hunt
I don’t remember if I asked PK about it or if he asked me, but somehow we got to talking about GURPS Monster Hunters and faerie. I remember when I was playtesting the series originally that I raised this question and he told me he just didn’t have room. I asked if I could work the […]
Continue readingGamemaster’s Guidepost: The Three Ring Circus – The Malefactors
+Peter V. Dell’Orto talks about rules-lawyering here and +Mark Langsdorf talks about it here so I guess I’m going to talk a little bit about it myself. First, let me talk about how I run RPGs. I assume (as does anything I write on my blog or when handing out advice to other games on other platforms) that the […]
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