One of the many things I learned running my Aeon supers campaign was how to improve my skills when it came to framing a campaign toward the player’s expectations. I say the players and not the characters because when it gets down to it each player has things they truly enjoy doing within the structure of […]
Continue readingTag Archives: Gaming Advice
Carpe Blogiem: Why GURPS?
In all the roleplaying games in all the world, you have to roleplay in mine… Someone asked me a while back: “Why GURPS?” Well, there are a couple of reasons I use GURPS pretty much exclusively, but let’s ignore me for a bit. Let’s assume that you’ve just stumbled onto my blog: “What is this GURPS thing you […]
Continue readingGamemaster’s Guidepost: Shut up and Roll!
Player: “Okay, this is a -4 to my roll because of posture, another -2 for attacking a side hex…”GM: “Shouldn’t I be doing this?”Player: “Oh, I was just helping…okay, and another -4 to range…”GM: “No. Stop. Just roll.”Player: “But…but the modifiers.”GM: “I know the modifiers – you make the rolls.” Even in realistic GURPS games (of […]
Continue readingDesigner’s Notes: Impulse Control
FNORD. SO MUCH FNORD. I was lucky enough to be asked to be part of the issue and even more lucky to end up on the cover of the 100th issue of the third iteration of Pyramid. Truly, the Secret Masters have put their blessing upon me. On a personal note, my first article “It’s […]
Continue readingGamemaster’s Guidepost: What’s Love Got To Do With It?
“Ewan: Love is a many splendored thing, Love lifts us up where we belong, All you need is love!Nicole: Please, don’t start that again.” – Elephant Love Medley, Moulin Rouge (2001) “Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It does not dishonor others, it […]
Continue readingGamemaster’s Guidepost: Dealing With Player Turnover
One of the unavoidable truths of running a campaign for any length of time is player turnover. It happens. People have to live their life and sometimes that means they have to be responsible and say “No more games today/for a while/etc.” I got to thinking about this as it concerns me since I lost […]
Continue readingGURPS101: Making Friends and Conjuring People
“Friends are as companions on a journey, who ought to aid each other to persevere in the road to a happier life.”— Pythagoras The Allies advantage (p. B00) can represent a plethora of abilities. From a steadfast ally to the supernatural ability to summon a monster to fight for you. Allies as Pieces Parts:So what […]
Continue readingGURPS101: Leeches, Vampires, and Succubi (Oh, my!)
“Listen to them. Children of the night. What music they make.”— Bram Stoker, Dracula (1897) The Leech advantage (GURPS Powers, p. 96) is the more generalized version of the Vampiric Bite advantage (p. B96) that appeared in the Basic Set. (Buckle your seatbelts up kiddies because this is a long post. Note I’m intentionally ignore the Vampiric Bite […]
Continue readingCarpe Blogiem: Thoughts on the Dungeon Fantasy Kickstarter
Guest Post by Denis McCarthy As a fairly die hard Dungeon Fantasy GM, it should not surprise anyone that I am a big fan of the kickstarter. My dungeon game pre-dates both Dungeon Fantasy and 4e, and I have updated it as the new rules were released. In it’s current incarnation I have been running it for over […]
Continue readingGamemaster’s Guidepost: What Makes Dungeon Fantasy Special, Part II
Guest Post by +Antoni Ten Monrós Continued from his earlier post, Toni continues talking about what makes Dungeon Fantasy special. GURPS Characters are DiverseGURPS is not constrained by classes or level. Dungeon Fantasy has templates, but the biggest difference between templates and actual classes is that classes give define your character’s abilities, while templates give you suggestions […]
Continue reading