Note: I commented on a forum thread about the Cursed disadvantage a while back and though I’m loathe to do a lot of cross-posting, I think this is one of the times I just swallow that bitter pill and do it. I’ve added a bit to my thoughts from there. “Soooo… you’re that brave bastard […]
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Gamemaster’s Guidepost: The Art of Creating Critters
One thing I love to do is create, adapt, or improvise new monsters, creatures, or critters for my players to combat. When you’re just making something up you don’t really need to do anything but what your imagination dictates. But adapting things from mythology or fiction can be a bit harder. How much DR should […]
Continue readingGamemaster’s Guidepost: Mad as Bones Part II
Last month, one of the Patreon Specials I put out for you, dear patrons, was Mad as Bones, and this month I’m adding to those rules. Celti has been playing with the idea of “mental” fatigue points for a long time (long as I have been acquainted with him), and when he suggested back in […]
Continue readingGamemaster’s Guidepost: Safer than Houses
I was talking to a friend of mine recently about the subject of “apotropes” (mythology and superstition is a common theme in our talks) and he told me something I did not know about in either subject. Names themselves can be apotropes to ward off spirits. Seriously, as much as I’ve studied and researched folk magic, […]
Continue readingGURPS101: Cultures in Dungeon Fantasy
One of the things that I really liked about Forgotten Realms for Dungeons and Dragons 3.0/3.5 was the “Regional Feats.” With a single trait you could give your otherwise two-dimensional character real depth. One of the many things I’m seeking to emulate in my Dungeon Fantasy campaign setting, Aersalus, are some of my favorite things […]
Continue readingGamemaster’s Guidepost: The Art of Making NPCs
The title says it all, When GMs create NPCs they can do so for a myriad number of reasons. Maybe the PCs need a antagonist or perhaps a PC purchased a Ally maybe the GM just wants to have the NPC fleshed out in case the PCs have need of him. Maybe they are bored […]
Continue readingGamemaster’s Guidepost: GM and Player Intercommunication
Bad communication between players and their GM is in my experience the number one cause of a campaign exploding too early. I’ve said it in so many posts I’m not even going to bother linking to them all – yes, damn it. It’s that important. So here are a few things which I’ve found over […]
Continue readingBoil and Bubble: My Thoughts on the Social Implications on Ritual Path Magic
Ritual Path Magic is the new kid on the block as far as popular magic systems go. It’s got a lot going for it: flexibility, self-consistency, ease of use, well you get the idea – I’m a fan. But I’m also a advocate. For every person who says “No, this doesn’t work because I can […]
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