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 […]
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Gamemaster’s Guidepost: Randomly Generated Traps
Sometimes it’s a trap and you don’t know that you know. Sometimes it’s a trap and you knowthat you know. Sometimes it’s a trap and you don’t know that you know. Basically, sometimesyou need a trap to spring on your players and you don’t want to take the time to roll it up.Here’s twelve traps […]
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 readingGamemaster’s Guidepost: Dungeon Fantasy Encounter – Battle at Bloodfire Falls
Sometimes a Dungeon Fantasy GM just needs a quick boss encounter. It doesn’t necessarilyhave to be anything special, just something tough for the players with decent loot at the end.Well look no more! Here’s a quick encounter with “fun” Elder Things and some already rolledtreasure. With new traps, monsters, and diseases what else could a […]
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: Lens for Bard – The Warsinger
When I was starting to run Dungeon Fantasy for the first time I decided that I’d make a bunch of options that I knew my players would like or use. I did this both to fill out my handout a little more and to be able to use the content later on in a publication […]
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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