I like to play around with the Basic Set rules – make the complicated stuff simple and the simple stuff complicated. I find you can learn a lot about a rules system by doing that and GURPS is no exception. In my current campaign – The Chronicles of Ceteri – a lot of the external friction I’m […]
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The Hurt Locker: Doodads and Gewgaws, Part I
No adventurer or hero can carry everything they need. GURPS allows you a extremely broad choice of gear thanks to its many catalogues and tech-books – but what if you really need a bunch of paperclips and you’re not near an office? Or you need to make a repair to an engine and you’ve got no […]
Continue readingBoil and Bubble: Old Skool Delving Incantations I
It’s been a while since I pumped out the GURPS Dungeon Fantasy book I cowrite with +Antoni Ten Monrós. I was looking over some of my old Advanced Dungeons and Dragons books and I got to thinking – how could I do this in GURPS using my system? So here are a few old school spells translated into Incantation […]
Continue readingGamemaster’s Guidepost: The Worthiness or Unworthiness of Complex Mechanics
Today is a fine GURPSday and today I’m going to ramble on about a topic near and die to every gamer’s heart: How can the complexity of mechanics affect the actual roleplaying of a game? First, a few things. To play a roleplaying game is to have some measure of mechanical institutions within the game […]
Continue readingThe Hurt Locker: How Tough is Wood?
Guest Post by Euan Hastie So how touch is wood anyways? In GURPS terms? First up a quick reference table for the GM in a hurry. Species of Timber DR per inch of thickness Buloke, Quebracho, Quebracho Colorado, Lignum Vitae 7 Brazilian Tiger Mahogany, snakewood 6 Ebony, Ipê, Olivewood, Ironwood 5 Composite Bamboo, Bloodwood, Live […]
Continue readingMelee Academy: A Decisive Blow
+Douglas Cole is talking about an alternate way to perform the Evaluate maneuver and I got to thinking (a dangerous pastime, I know) “Why isn’t their a maneuver to sacrifice skill for damage?” We have one for making it hard to avoid an attack, but not one to increase its potency? There is always All-Out Attack […]
Continue readingBoil and Bubble: RPM Spell Loadouts – Mistakes Kal Makes
Guest Post by Kalzazz Notes based on Mistakes Kal Makes When Designing Spell Loadouts. Ritual Path Magic (RPM) is an awesome system where you can design your own spells and your mage can know any spell they want (and that the DM allows), this is part of what makes RPM great. Much like the Vancian […]
Continue readingCarpe Blogiem: A New Chronicle Part II
In the previous post we talked about the rules of the campaign world. This time I want talk about the players and their characters. Now to the rosters! A-Team Lineup The A-Team are set at a minimum of 400 points and they will be dealing with all manner of things. They are part of a private […]
Continue readingCarpe Blogiem: A New Chronicle Part I
My GURPS campaign has ended, long-live my GURPS campaign! Aeon came to a final close about 6-8 weeks ago. I answered some questions and left more questions unanswered. That’s usually a good way to leave things I’ve found. So what’s next? Returning to a previous campaign is what’s next. I’ve talked about my urban fantasy […]
Continue readingDesigner’s Notes: Mad as Bones
“That boy is mad as bones.” My grandmother would say that about me often as a child. I was . . . a handful. Hiding in places and shouting “Boo!” at passersbys, climbing on the roof at night to look at the stars, playing out in a nor’easter, and in general just running wild. As […]
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