I’ve actually had this article cooking for quite a while (early September 2013), it was one of those that could just never have a home found for it. I shopped it around and eventually it made it’s way into Pyramid #3/82: Magical Creations. The writing was actually fairly easy and I’d knocked it out in […]
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Boil and Bubble: Ritual Path Magic Sacrifices
There were a couple of interesting topics recently on the forums about Ritual Path magic and sacrifices for energy. Some were about how much energy you could give or how much you could gather from a stadium of people or my personal favorite: summoning a demon and then forcing it to give you energy or be […]
Continue readingBoil and Bubble: Ritual Path Magic Mana Batteries
Ritual Path Magic is one of the more flexible magical systems GURPS 4th edition has yet to produce. It’s got its share of perceived woes (lack of “power stones” or an enchantment system that conforms to how the system itself functions), but it also can shine brilliantly in just about any genre with the right […]
Continue readingDesigner’s Notes: Bottled Magic
“Bottled Magic” was my fourth ever article and I was still finding my voice. My formatting was still rough as hewn stone and even the time I took to learn better editorial skills didn’t seem to make a damn. I’d stopped writing after Pulp Hunters because I felt I might never be able to get […]
Continue readingGamemaster’s Guidepost: Dungeon Fantasy Apprenticeships
One of the things I rather liked about Dungeons and Dragons 3.0 was the “0th level” Apprentice rules. I got to thinking the other night…how could I do that in GURPS Dungeon Fantasy? I thought at first I could just use the Mixed Professions rules toned down…but then I had another idea… Optional Rule: Races & […]
Continue readingDesigner’s Notes: Pulp Hunters!
My third article ever published had lots of editorial issues, but I was in for some serious OJT. It was also the first time I had a lot of outtakes of material I just couldn’t use. It was a labor of love for me because I really dig the various source material that Monster Hunters draws from […]
Continue readingGamemaster’s Guidepost: Wealth as an Attribute
Nathan “Crackerjakk” Joy asked me a couple of weeks back what I thought about Wealth as an attribute. I gave him a couple of answers that settled his questions and he in turn gave me a few ideas. Wealth as an attribute…what an interesting concept. It’s not novel. In fact, it’s been done a couple of times in […]
Continue readingThe Hurt Locker: Drones and Unmanned Aerial Vehicles
Just a few decades ago, planes without a pilot were science fiction. Now they are everywhere. Known as Unmanned Aerial Vehicles (UAVs) or “drones,” these aircraft can be easily bought in a store or online for a couple hundred dollars (well, the commercial versions, not the actual war machines). Yet they’ve also changed how we fight wars […]
Continue readingDesigner’s Notes: Expanded Psychokinesis
My second published article was a bloody mess. It’s STILL full of mistakes, messed up grammar, and spelling errors. I take it out and look at it when I’m feeling that my work is “good enough” so that I go back to my current work and step up the game. The ideas are still solid […]
Continue readingGURPS101: It Ain’t Heavy, It’s my Shield
I’m not sure where I got the idea (I’d attribute it if I could), but someone asked why shields didn’t have a minimum ST requirement like other handheld weapons did. That’s actually a really good question. From a game design perspective I understand why it’s been done the way it’s done in GURPS. Think about it, […]
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