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Tag Archives: Gaming Advice

Gamemaster’s Guidepost: Playing Child Characters

Posted on October 14, 2014July 14, 2026 by Christopher R. Rice | No Comments

  Being a grown-up is overrated. You got bills and responsibilities and maybe kids of your own. Basically, it’s a pain and people always look at your funny when you throw up all over your shirt. GURPS has a wonderful and simple method for taking a character from childhood all the way to adulthood. Inspired […]

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The Hurt Locker: Occult Emergency Kits

Posted on October 12, 2014October 12, 2014 by Christopher R. Rice | 9 Comments

So my best friend likes to randomly send me links to imgur (it’s his latest obsession) and sometimes I retweet them or put them on my Facebook account. Most of them are damn funny and he knows me well enough to know what I find amusing. Last night though, he sent me this link to […]

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GURPS101: High Archetypes as Advantages

Posted on October 9, 2014October 9, 2014 by Christopher R. Rice | 4 Comments

As I’ve probably said before, some of my best ideas bloom at the dinner table after game sessions. My players are all relaxed and the urgency to do something to further the plot is gone. Their bellies are full (or getting there) and their minds are still a whir with the events of the session. That’s […]

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GURPS101: I Got All the Heals

Posted on October 2, 2014April 24, 2018 by Christopher R. Rice | 2 Comments

  Been a lot of chatter about the Healing advantage on the forums lately and I always seem to end up in the discussion so I thought I might expound on this a bit on my blog. So…Healing…how does it break down? Healing as Pieces Parts So what does Healing do and how does it […]

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Gamemaster’s Guidepost: NPC Frequency of Appearance in Game Time

Posted on September 30, 2014September 30, 2014 by Christopher R. Rice | No Comments

I don’t have a ton of “house rules” – I pretty much like the GURPS 4th edition system as is, but there are a few things that irk me and one of those is the Frequency of Appearance for Allies, Contacts, Dependents, Enemies, and Patrons. In GURPS you basically purchase a Frequency for which your […]

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Gamemaster’s Guidepost: Dirty Laundry

Posted on September 28, 2014September 28, 2014 by Christopher R. Rice | No Comments

Something odd came up while I was helping a player create their character, he asked “What trait do I use to represent knowing someone’s dirty laundry? You know, blackmailable secrets nadf stuff.” I admit the first thing I went to was Favor + Ally, Contact, Patron and Completely Unreliable or Unwilling. But that seemed a bit […]

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GURPS101: Wound Absorption

Posted on September 25, 2014September 25, 2014 by Christopher R. Rice | 3 Comments

Sitting around a table with your friends after a good game is some of the best times to breed ideas. Hell, they replicate like rabbits in such a situation. While gaming recently I had several ideas “fall” into my lap, but the most radical of them came from a conversation about a old World of […]

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Gamemaster’s Guidepost: Plot Points, Expanded

Posted on September 23, 2014September 23, 2014 by Christopher R. Rice | No Comments

One of the often overlooked things in GURPS Powers (and there are many) is a small box on p. 192 at the top right of the page titled “GM Bribery.” In it, it describes a new way to reward players called a “plot point,” which are basically like character points but can be used to […]

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Gamemaster’s Guidepost: Player Psychology

Posted on September 14, 2014September 14, 2014 by Christopher R. Rice | 14 Comments

I like to think of myself as a student of human behavior. What makes people tick. Why they do what they do. That sort of thing. I learned early on to detect minute changes in the moods of others and its stuck with me my entire life. Besides being useful in a fight or when […]

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Gamemaster’s Guidepost: Designing Realistic Characters

Posted on September 7, 2014September 7, 2014 by Christopher R. Rice | No Comments

So how do you design a “realistic” character? Well, let’s start off by defining what realistic means. Realistic characters are more than just a pile of stats or skills. They’re a living, breathing personas that a player can easily don for the gaming session. Getting there can be tricky because each player is going to […]

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