The second issue of the GURPS fanzine The Path of Cunning is out.
This time we have a few more contributors: Sean Punch, Bill
Stoddard and Phil Masters were all kind enough to give us Designer's
Notes articles on their recent GURPS publications, and Paul Blackwell
let us have a piece on improving skill defaults without going to the
extent of actually buying the skills – an extension of the highly
useful Dabbler perk.
John has written some articles on two big campaigns, his own Infinite
Cabal and my occult-WWII Irresponsible and Right, and my big chunk
of rules covers WWII-era dogfighting – like the basic space combat
system in GURPS Spaceships, without going into the detail that a
dedicated air combat wargame could offer, but allowing players some
choices beyond "roll Piloting to get into position, roll Gunnery to
shoot".
(This comes along with vehicle stats for most of the WWII aircraft I
find interesting. I'm biased, of course, and more may follow.)
This issue is about twice as long as the last one, but took us about
the same amount of time to assemble, which is encouraging.
(LibreOffice is a pretty crude tool for this kind of layout, but at
least it basically works.)
The second 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.