Wildcard skills are awesome. They just are. They’re a great way to represent cinematic skill mastery or even realistic legit “skill broadness” if you restrict the level to attribute or less. So how could they be better? Well, most of that’s been answered by Sean Punch in GURPS Power-Ups 7: Wildcard Skills – if you don’t […]
Continue readingTriple Threat – Gorillaphant
Note: Nymdok dared me to write this up…so I did. Deal with it. Gorillaphant Some madman’s twisted vision, the aptly named “gorillaphant” is part elephant and part gorilla. I think that about says it all. Any Campaign Setting… ST: 30 HP: 30 Speed: 6.00 DX: 12 Will: 12 Move: 7/14 IQ: 7 […]
Continue readingGamemaster’s Guidepost: The Art of Making NPCs
The title says it all, When GMs create NPCs they can do so for a myriad number of reasons. Maybe the PCs need a antagonist or perhaps a PC purchased a Ally maybe the GM just wants to have the NPC fleshed out in case the PCs have need of him. Maybe they are bored […]
Continue readingGamemaster’s Guidepost: Delver, Get a Job!
Dungeon Fantasy very explicitly ignores the rules for jobs. It’s about adventuring after all, not boring day to day life – that’s for villagers. Still, Dungeons and Dragons (especially 2nd edition) had rules for working the forge or weaving baskets when your character wasn’t adventuring. There’s always the crafting rules from Dungeon Fantasy 2, but what if […]
Continue readingGURPS101: Simplified Unarmed Combat
So I occasionally take requests from my fellow forumites or the random guy on G+ “Hey! You should do [this]!” and…sometimes I do exactly that. So Nerdvana asked “What do you think about simplifying unarmed combat?” to which I replied “Well, Nerdy, I hadn’t thought of it really till now. But now that I think […]
Continue readingGamemaster’s Guidepost: One Size Fits All!
Adjustable Clothing is one of those odd spells, it has a purpose and its needed…but the wording just isn’t as clear as it could be (to me at least). I’m sure some will disagree with me, but I had a extremely difficult time parsing exactly how this thing was supposed to work. I figured there […]
Continue readingDesigner’s Notes: Sailing the Open Skies
When you are a game designer you’re not really allowed to complain lack of design support for this or that. Of course, you might cry “But this isn’t my wheelhouse!” or “I know nothing of cannons and early firearms!” True. But…you still have no excuse! Reading and research are your best friends. You should be […]
Continue readingGamemaster’s Guidepost: A Matter of Price
Dungeon Fantasy has a rather simplified haggling system for selling based on a combination of your wealth, a Merchant skill roll, and your reaction modifier. It rather cautiously omits rules for buying at a reduced price (even though that’s part of the RAW) that’s lower than 10%. After all, if adventurers can get cheap goods at home […]
Continue readingTriple Threat – Wendigo Windwalker
Wendigo Windwalker Like the wendigo, windwalkers are terrifying shapeshifters who were once human, but were possessed by the Windwalker – a terrible manitou (spirit) of the far north who hungers for human flesh. Typically, the Windwalker gorges on flesh until it’s destroyed and sent back to its spirit form – but sometimes it makes deals […]
Continue readingGamemaster’s Guidepost: How Many Skills is Too Much?
That’s a pretty good question. How many skills are too many for a given character? The answer is tricky in my experience and actually depends heavily on two things: the campaign TL and its genre. That’s typically because some genres are going to be skill-heavy because they either expect broad competence or not being skilled at […]
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