I have committed myself to a fanzine. Not just that, an RPG fanzine;
not just that, a GURPS fanzine.
This was most directly inspired by the end of Pyramid volume 3,
which seemed to make it clear that the commercial market for a general
GURPS magazine no longer exists. On the other hand, modern publishing
and layout systems make it possible to put together something visually
attractive with relatively little technical effort, with a bit more
permanence than a random blog post can manage.
Also, I had some pieces I'd been planning to contribute to Pyramid,
which didn't match any of the themes of the last few issues and so
didn't get used. They're still potentially of value to GURPS
players; I hope there are other GURPS writers who feel the same way.
I'm joined in this endeavour by John Dallman, who's written less for
GURPS than I have (though we've probably run about as much) but has
vastly more experience in fanzines. It's been several decades since I
last put together anything for which the look really mattered, but
we've aimed for something that's pleasant to read as well as having
useful content.
Among other pieces, we have ways to modify vehicles (without going to
the trouble of full-on vehicle design), some notes on the Infinite Cabal
campaign that John's been running for several years, and the
designer's notes for GURPS Powers: Totems and Nature Spirits.
The first issue may be downloaded (in PDF, which is the primary format
as far as layout is concerned, and in ePUB, for convenience in case
you want to read on a small screen) from the fanzine's
site.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.