GURPS Dungeon Fantasy 6: Artifacts is probably one of my favorite GURPS books to date. It takes an extremely un-GURPS-like approach to solve a problem the system has: it makes up (balanced) stats for things that GURPS might otherwise struggle with (e.g., absolutes like invulnerability or “instant death” attacks). Anyways, here is a new artifact […]
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Designer’s Notes: Al-Phasmaq
The original article that I co-wrote with J. Edward Tremlett for the theme of Hot Spots and Locations (which was split into just “Locations” and “Hot Spots”) was basically a fantasy city with a dark secret. We originally were going to write something for Dungeon Fantasy city-wise, but decided against it (and good we did too […]
Continue readingDesigner’s Notes: The Incanter’s Grimoire
We always write the perfect book after the book is published. Seriously. I wish I’d had more space in GURPS Dungeon Fantasy 19: Incantation Magic and the insight to add to the main book then instead of writing this article later. I’m grateful the article was published and some of the questions I’d been asked could be […]
Continue readingThe Hurt Locker: Special Wooden Weaponry
A few of the more interesting modifiers from my current game for wooden weaponry. This should work “as is” for GURPS Monster Hunters and Dungeon Fantasy – other campaigns may require a bit of a custom fit… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for […]
Continue readingDesigner’s Notes: GURPS Dungeon Fantasy 19 – Incantation Magic
Wow. It’s finally out. The original idea for this article goes all he way back to early 2013 when +Antoni Ten Monrós and I were thinking about how we’d do “old school vancian” magic. I suggested RPM and he liked the idea and threw the ball back at me “What if we change the paths completely?” Inner Me: […]
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 readingThe Hurt Locker: Doodads and Gewgaws, Part II
The follow-up to a previous post. This post is all about the Doodad perk and a few other odds and ends for gizmos and gizmo-like traits. Foreight, Schmoresight+Pk Levine‘s “Fortunately, I Saw This Coming” from Pyramid #3/53: Action is one of my absolute favorite articles of all time. It’s a bit of brilliance that if there is ever a […]
Continue readingThe Hurt Locker: Doodads and Gewgaws, Part I
No adventurer or hero can carry everything they need. GURPS allows you a extremely broad choice of gear thanks to its many catalogues and tech-books – but what if you really need a bunch of paperclips and you’re not near an office? Or you need to make a repair to an engine and you’ve got no […]
Continue readingTriple Threat: Skull Crab
The skull crab begins life as a tiny crustacean the size grain of rice and resemble large, bulky crabs when fully grown. They inhabit beaches, lakeshores, and other areas where land meets water. Skull crabs are voracious eaters and grow to full size in less than three weeks. Once at full size they look for […]
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