Showing posts with label Campaign Planning. Show all posts
Showing posts with label Campaign Planning. Show all posts

Thursday, August 20, 2026

Ritual Path Magic in Glasstown

 Glasstown has a few different sources of supernatural ability available to player characters. Two of them both use GURPS Thaumatology Ritual Path Magic.

Sunday, August 2, 2026

Swords in the Time of Guns

 GURPS is fundamentally based on reality (or at least realistic adventure fiction) and reality has a ranged weapons bias.

Thursday, February 26, 2026

Glasstown: Introduction

 My current GURPS Game is Glasstown, a six-guns and sorcery megadungeon campaign. Here's the overview.

Friday, September 6, 2024

Wealth in Glasstown

Working my way around wealth rules in GURPS was done with intent. I needed to work out how I wanted Wealth to matter in Glasstown (my in-development six-guns-and-sorcery megadungeon). 

Tuesday, September 13, 2016

Madness Dossier- Ontotectonic Projection (2014.05.03)

Ontotectonic Projection for 2014.05.03*.
In my GURPS Horror: The Madness Dossier Campaign (now code-named "Ziasudra"), I will be using the "Oil-Spot Method" of determining if reality quakes occur (Madness Dossier p. 58). This is a hands-on method using a map of key strategic reality subduction zones and will be updated in response to PC mission success or failure (with the PC's taking the role of the Control staffers who assign their missions).

Tuesday, August 30, 2016

Thursday, August 27, 2015

Mal Tor'an Update

I've been doing some work on my GURPS DF Megadungeon, Mal Tor'an. I've finally got a side view map that I'm more or less happy with and a rough timeline. Some of what I said about it in the last post is no longer true.

I'm finding it's fairly hard for me to do what Peter Dell'Orto says here and keep it "beer-and-pretzels" as my worldbuilding urge combined with a need to subvert tropes and avoid cliches is strong. I'm trying to resist it as I can, and hopefully I can strike some kind of nice balance.

My last GURPS DF campaign was based entirely on the premise that I completely improvise every world detail in play, and even that got some depth to it. I'm bad at beer-and-pretzels. :(

Monday, August 3, 2015

GURPS Dungeon Fantasy Megadungeon: Mal Tor'an

So having read + Peter V. Dell'Orto's blog Dungeon Fantastic for awhile, I've wanted to run my own GURPS Dungeon Fantasy megadungeon. I've been working on it on and off for a while and I hope it can be ready to go when I am done with Iron Gods.

Monday, July 6, 2015

Iron Gods (Backwards) The Story So Far (Part I)

This week I wrap up the second adventure of Iron Gods, Lords of Rust. I'll be trying to do session summaries starting with the first session of the next adventure, The Choking Tower. This post will be relatively spoiler free and covers the party composition and how I tried to lay the groundwork for adapting the adventure path. The next posts in this series will summarize what the party did in Fires of Creation and Lords of Rust.


Wednesday, May 6, 2015

My "Backwards" Iron Gods Adventure Path campaign.

My friend +Todd Glasspoole likes to play a game, called "Let's infect Cole's brain with some weird premise until a campaign comes out". In this case the premise was "Pathfinder game with all Magi PCs".