Another article that started out a campaign material and then I whipped into shape to become something more publishable. Like most of the articles I pull directly from my campaigns I had very few pieces to cut because it was so concentrated. This was also the article where I fixed what I viewed as a […]
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Designer’s Notes: May the Shadows Guide You
With “May the Shadows Guide You” I began to hit my stride. I’d half a dozen articles under my belt and a hit in Metatronic Generators (which is still fairly popular years later). The meat of this article actually hailed from a defunct fantasy campaign I ran. My significant other wanted to use GURPS Powers: […]
Continue readingDesigner’s Notes: The Wild Hunt
I don’t remember if I asked PK about it or if he asked me, but somehow we got to talking about GURPS Monster Hunters and faerie. I remember when I was playtesting the series originally that I raised this question and he told me he just didn’t have room. I asked if I could work the […]
Continue readingDesigner’s Notes: Magic Bullets
This rather light article should have been quick to write. It wasn’t. It was like giving birth to a baby that had bone spikes on it. Really, I probably should have skipped writing anything for this issue, but when your broke you’ll do whatever you need to to make some money. All that aside it […]
Continue readingMelee Academy: Hostile Diplomatic Relations (or “How to Disarm With Words Instead of Swords”)
“Drop. Your. Sword.” If there is anything more iconographic of a threat resulting in the disarmament of an opponent it’s the near final scene of Princess Bride. In my mind, there’s not much more powerful than the moment where Wesley/The Man in Black has nothing left to fight with but his wit and it’s more […]
Continue readingCarpe Blogiem: It’s Been an Aeon…
My new campaign setting, Aeon, has proven to be quite interesting. The base idea of the setting is the question “What if superpowers became real one day?” It’s not a particularly novel idea. But it became more (and I can’t really discuss what I mean by this – because my players read this blog) the […]
Continue readingDesigner’s Notes: Vehicle Imbuements
GURPS Power-Ups 1: Imbuments is one of those books that is so simple and yet so ridiculously complex. It lends itself quite well to just about any campaign frame as it can be easily explained as belonging to whatever supernatural or cinematic abilities are available in the setting. What’s more Imbuements are extremely easy to expand […]
Continue readingDesigner’s Notes: What’s In a Lair?
I haven’t exactly kept it a secret that I dislike the current rules for bases in GURPS Supers. The concept overall is sound – which is why I kept some elements of it – I dislike the idea of paying points for gear generally, but I especially dislike it in this instance because in just about […]
Continue readingDesigner’s Notes: The Perky L33t
My second Appendix Z, “The Perk L33t” was actually one of the first things I wrote after my debut article “It’s Pure Chemistry!” I’d just read W.A. Frick’s “Console Cowboys and Cyberspace Kung Fu” and I thought “Wow, this is amazing – how the heck did he come up with such a perfect application of BAD […]
Continue readingGURPS101: Tactfully Tactical – More Uses For Tactics
So +Douglas Cole talks about a few more uses for the Tactics skill in a recent blog post. I’ve already covered Evaluate as a skill. But the idea of Tactics doing is certainly a great springboard. So what would I do? Well, like always, I have a few ideas at hand. More Tactical EffectsBesides its Basic Set uses, […]
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