Sigh. Ok. The following blog post is going to sound equal parts preachy, derisive, and ranty (the last is my favorite dwarf from Snow White – he looks like Lewis Black and is just as pissy). For that, I’m sorry. I’m pretty sure I’m going to manage to offend someone out there who believes that […]
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Carpe Blogiem: Aeon Team Rosters – Part II
As promised by prophecy the next installment of how things are going – this time for the current most long-running campaign in Aeon: The B-Team. Additionally, since I’ve had a few folks ask me about why I demarcate game sessions into “Seasons” and want an explanation I wanted to give one. Basically, the way I typically […]
Continue readingCarpe Blogiem: Aeon Team Rosters – Part I
I’ve been a busy little beaver – and if my keyboard hand’t crapped out on me at the beginning of the month I’d’ve had a lot more done. As it stands, I feel pretty good at the state of my campaign (s). I’ve add another team to the roster (C-Team) and I’ve almost completed everything […]
Continue readingBoil and Bubble: The Return of Magic – After the End
Guest Post by +Asta Kask aka Anders Starmark What if magic returned? What if it never went away? How would magic interact with the post-apocalyptic world? Are magic and technology antithetical or are they capable of enhancing each other? The most important thing to figure out is probably what magic system to use – GURPS has a […]
Continue readingGamemaster’s Guidepost: Optional Rules for Terminally Ill
In GURPS there’s a disadvantage for seemingly everything. Are you nuts? Take a Delusion! Do you take damage when exposed to green rocks from space? Take Weakness! And so on and so on, GURPS is modular enough that you can represent just about any sort of negative (or positive!) trait with a little ingenuity, even inevitable death. […]
Continue readingGamemaster’s Guidepost: The Adversary
One of the things that shocked me the most when I was talking perspective players for Aeon was the completely lack of knowledge regarding using the rules for having a Adversary (see p. B493). Mind you, it’s only a couple of paragraphs, but when I first read GURPS 4th edition this was a eye-opening passage. The thought that […]
Continue readingBoil and Bubble: Subtle Sorcery
I had a burst of inspiration hit me (thanks O Lady Muse) over the weekend regarding the kind of campaign I wanted to run for my face to face game. I got my players involved and they’re game for it. Originally, I wanted to run a full on high-powered supers game. Force blasts, people changing […]
Continue readingGamemaster’s Guidepost: Making Every Action Count
So +Douglas Cole talked about “time dilation” and importance of actions on your turn in this blog post. And he brings up a point that I think every GM should be aware of: never, ever, ever make your players feel superfluous or useless. IF YOU DO YOU WILL REGRET IT. Just don’t. Seriously. Now some of you […]
Continue readingDesigner’s Notes: Heroes on the Mass Scale
This one was a fairly quick put together, but revisions were hellish in the extreme. Even the editing (the part I always have the hardest time with) took less time than the near constant revisions I did to make this thing work. Considering its progenitor system (“It’s a Threat!” from Pyramid #3/77: Combat) was specific […]
Continue readingGURPS101: Expanded Long-Term Fatigue Rules
So the wildly anticipated and long awaited GURPS After the End by +Pk Levine is finally out. +Douglas Cole has a review up here that’s rather good. But I want to concentrate on one particular aspect of the book: Long-Term Fatigue Points. The concept is simple: don’t eat, don’t sleep, don’t drink, etc. and you lose the ability to […]
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