Friday, December 30, 2022

Bugstiary Adventure Seeds: Elder Spider to Goblin Spider

This is the third post in a series of adventure seeds for my new book The Bugstiary, published by Gaming Ballistic for The Dungeon Fantasy Roleplaying Game

Friday, December 23, 2022

Bugstiary Adventurer Seeds: Astral Spider to Dauðaprestr

 The second post supporting my new book The Bugstiary, published by Gaming Ballistic for The Dungeon Fantasy Roleplaying Game.

Friday, December 16, 2022

Bugstiary Adventure Seeds: Gold-Digging Ant and Ant-Lion


The Bugstiary, written by me, and published by Gaming Ballistic for the Dungeon Fantasy Roleplaying Game (Powered by GURPS) is a bestiary supplement to The Nordlond Bestiary and Enemies Book, that contains 34 new arthropod monster entries for the DFRPG. 

In this series of posts, I'm going to give one or two adventure seeds for each monster entry in The Bugstiary.

Friday, June 24, 2022

Powers Systems I've Used, Adapted, or Changed

     GURPS Powers (2005) expanded the rudimentary example of psionics in the Basic Set to the full 4e powers system. In GURPS a "power" is a set of related abilities that share a source (the energy that the power uses or manipulates) and a focus (the specific concept the power is themed around). Mechanically they have a Power Talent that adds to rolls to use the abilities of the power, and the Power Modifier: a shared modifier (typically a limitation worth -10%) that defines the limits of the power.

    I've run (or at least started) a few different games since Powers was published, some like my new weird road-trip Desolation Road and my Transhuman Space technothriller Hearts of Oak, Souls of Fire, didn't use powers at all, but the rest did.

Friday, May 27, 2022

GURPS Rules Kalzazz Doesn't Use, Replaces or Revises (Guest Post)

Kalzazz asked me to host his post on this month's GURPS blogger topic. Here it is:

Wednesday, May 25, 2022

GURPS Rules I Don't Use, Replace, or Revise (or at Least Consider Doing So)


    Nobody's perfect, not even GURPS. There are a few rules that I think are actually pretty bad as written and should really be revised. I'm not including optional rules that I don't ever use, or even obscure traits that I just haven't seen a use for (but acknowledge there might be). I'm also not going to cover rules that saw a significant revision in later works (e.g. GURPS High-Tech's treatment of hiking, GURPS Gun Fu's revision of Gunslinger, or GURPS Horror's rules for mental stun). Instead these are all general rules that I think just don't work as intended and don't have a good fix in print. I'll cover three of them here, but there are more, so I may revisit this topic in the future.

Friday, March 18, 2022

GURPS Vehicle Stat Line: M2 Bradley


Over on the GURPS Discord, Kalzazz said:
I admit I always want to use military things which for some reason lack stats

I think a Iowa Class Battleship, Bradley IFV or M1 Abrams are all cool things My urban fantasy suffers greatly from 'all tanks are T72s' I sorta justify that as possibly the US has rules saying street gangs and dark cults of Great C'thulhu should not buy Abrams tanks

 

Which is a common sort of complaint in GURPS 4e, especially from players used to 3e's GURPS Vehicles.