By the RAW, the way you create technopath in GURPS is by taking some powers from Machine Telepathy (see GURPS Powers, p. 130) or Cyberpsi (see GURPS Psionic Powers, p. 30) – but what if you want more? Inspired by this recent thread (the second one to pop up in as many months) I weighed […]
Continue readingTag Archives: Gaming Advice
Gamemaster’s Guidepost: I’m On the Hunt and After You…
I read about this over on +Douglas Cole‘s blog and it got me thinking: Over on Google+ and the RPG Stack Exchange, +Jeff Demers was asking for help on how to set up a encounter where the players were being hunted. I’ve done this scenario so much in my twenty odd years of GMing I can do it […]
Continue readingBoil and Bubble: A GM’s Guide to Ritual Path Magic Spell Creation
Gamemastering Ritual Path magic can be slightly taxing for new users of the system. Despite it’s nuts and bolts approach to magic and its balanced nature it does require one thing to work well: GM knowledge of the system. Considering that the original system was published in eight freaking pages (GURPS Monster Hunters 1: Champions) […]
Continue readingGURPS101: Evaluate As a Skill Roll
+Douglas Cole tossed down a gauntlet (as he usually does) while I was ill (I hurt my back about 2 weeks ago and it’s just now that I’ve been able to type or write for extended periods of time). While I was laid up I got to thinking, Evaluate is kind of a “special maneuver” […]
Continue readingGURPS101: There Is No “I” In Team
As I am sure you are aware of, I’m currently playing in +Douglas Cole‘s Alien Menace campaign. So far, it’s been a blast. But after our first mission was completed I asked about how others felt about the Teamwork perk and Doug said (and I’m paraphrasing) “Yeah, every character who completed the mission gets that […]
Continue readingBoil and Bubble: Cthulhu Mythos Spells, Part I
I’m a fan of the Mythos (which you probably know), thanks to Chaosium’s license, even though the Mythos is up for grabs to be used (most of H.P.’s stories are public domain) – it’s not for RPGs. Since I tend to use them (or a variation of them) in my games I figured I’d share […]
Continue readingBoil and Bubble: Personal Greater and Lesser Effects
One of the more interesting mechanics of Ritual Path Magic is the “Lesser vs. Greater” effect. Basically, if it’s a “realistic” magical effect then it’s probably a Lesser effect – otherwise it’s a Greater effect. Now, what is and isn’t a Greater effect depends on the campaign…but what if it were dependent on the caster, […]
Continue readingBoil and Bubble: My Thoughts on the Social Implications on Ritual Path Magic
Ritual Path Magic is the new kid on the block as far as popular magic systems go. It’s got a lot going for it: flexibility, self-consistency, ease of use, well you get the idea – I’m a fan. But I’m also a advocate. For every person who says “No, this doesn’t work because I can […]
Continue readingGamemaster’s Guidepost: Split Power Levels
GURPS fosters a play environment where all player characters are created equal. Where everyone has a specific budget for their character and all is right with the world. But what about having player characters with different point totals? After all, not everyone is created equal in the “real world” – some of us start out […]
Continue readingBoil and Bubble: Ritual Path Magic Material Enchanting
Sean Punch’s The Material Difference from Pyramid #3/66: The Laws of Magic is an exciting new system looking at a common videogame trope: “Resource Farming.” Though the article is geared toward the basic magic system it could be easily adapted to Ritual Path Magic. The Basics First, a few assumptions. Let’s assume that enchanter’s work […]
Continue reading