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Tag Archives: Gaming Advice

Gamemaster’s Guidepost: Tainted Blood

Posted on February 21, 2015February 21, 2015 by Christopher R. Rice | 2 Comments

GURPS Monster Hunters has become one of the more popular of the GURPS lines since it came out in 2012. It’s spawned tons of Pyramid articles and (on my part at least) lots of blog posts. One of the things that I personally liked about Monster Hunters was how it let you like a reformed […]

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Gamemaster’s Guidepost: The Art of Making NPCs

Posted on February 1, 2015February 1, 2015 by Christopher R. Rice | No Comments

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 […]

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Gamemaster’s Guidepost: How Many Skills is Too Much?

Posted on January 13, 2015January 13, 2015 by Christopher R. Rice | 4 Comments

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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Boil and Bubble: Spell Kits For Casters – Jack-of-All-Mages

Posted on January 8, 2015April 24, 2018 by Christopher R. Rice | No Comments

Ritual Path magic is already pretty flexible. You can do just about any sort of spell you can visualize and it really doesn’t take that long to perform the spell itself. So what is a “jack-of-all-mages” in such a system? First, the Jack is less about being able to cast a specific group of spells […]

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Gamemaster’s Guidepost: GM and Player Intercommunication

Posted on January 6, 2015January 6, 2015 by Christopher R. Rice | 2 Comments

Bad communication between players and their GM is in my experience the number one cause of a campaign exploding too early. I’ve said it in so many posts I’m not even going to bother linking to them all – yes, damn it. It’s that important. So here are a few things which I’ve found over […]

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GURPS101: Final Fantasy-Style Summoning

Posted on January 1, 2015January 1, 2015 by Christopher R. Rice | No Comments

So, I’m a pretty simple guy. I like having a routine. I like having the same breakfast every morning (red wheat, one slice of toast with strawberry jam, half a banana, and one cup of coffee with 2 packets of splenda and creme). The reason I bring this up is that my girlfriend and best […]

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Boil and Bubble: Ritual Path Magic Skill Levels

Posted on November 18, 2014March 7, 2018 by Christopher R. Rice | No Comments

Anders sent me a PM the other day and asked a pretty simple question: What do skill levels mean for Ritual Path magic casters? You’ve got your shiny copy of GURPS Thaumatology: Ritual Path Magic and you’ve just bought GURPS Template Toolkit 1: Characters…but now what? You’ve got your skill level description from p. 12 […]

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The Hurt Locker: Castlevania Battle Cross

Posted on November 11, 2014November 11, 2014 by Christopher R. Rice | No Comments

So Jpomena asked over on the forums what Castlevania’s Battle Cross might look like in GURPS terms. That’s a excellent question and one I decided to run with. Castlevania has a special place in my heart for many reasons and it’s by far one of my favorite video game series and I’ve played most of […]

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Gamemaster’s Guidepost: Dungeon Fantasy Musings

Posted on November 6, 2014November 6, 2014 by Christopher R. Rice | 10 Comments

GURPS Dungeon Fantasy is by far the most successful of the various lines for for the GURPS game engine. Up until a few weeks ago I didn’t run it as one of my constant campaigns – in fact I only use it for playtest games that require it or the occasional one shot. All of that changed […]

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GURPS101: Other Trained by a Master Advantages

Posted on October 28, 2014October 28, 2014 by Christopher R. Rice | 2 Comments

Nothing helps build a character concept like the hint of some kind of secret or special training. In GURPS this can go be done in several ways, by taking high skills, having high attributes, or by taking advantages. The chief among these in the Basic Set are Gunslinger, Trained by a Master, or Weapon Master. […]

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