Last night and early into this morning I tackled a gaming issue than can make Gamemaster’s go mad: How magic fits in his or her game world. Sometimes the easiest thing to say is “THERE IS NO MAGIC!” but that means less design options for your players and overall…well it’s just not as much fun. […]
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Carpe Blogiem: On RPM Submissions
I’ve been distracting myself for the last week or so with working on submissions for the Ritual Path Magic system that Steven Marsh sent out about a month ago, to be honest I wasn’t going to do anything because I didn’t think I knew enough about the magic system. But a pathological needlephobe like myself […]
Continue readingGamemaster’s Guidepost: FLASH…ahhhhh…backs?
I am by far no expert on Game-Mastering a RPG, but I’ve been doing it for about 18 years having running my first game in Forgotten Realms with my best friend and (future) girlfriend when I was only 11. It was terrible, and that’s being fairly nice to myself. Since then I’ve learned a thing […]
Continue readingGamemaster’s Guidepost: Using psionic powers with GURPS Action
Even though the guidelines on p. 44 of Action 2 specifically state that ‘action gaming’ is set in the ‘real’ world, many popular TV shows, books, etc. feature a world where such abilities are thought to be nonexistent and suddenly become real. A favorite example of mine is The 4400, Four thousand and Four hundred […]
Continue readingGamemaster’s Guidepost: Heroes with Many Hats
GURPS is in my opinion one of the most flexible, perfect role-playing game systems ever to come into existence. And despite my fanboyish attitude towards the system it does really hold up well to just about any genre a GM could want to run it with. Due to both my gaming group’s preferences and my […]
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