I've localised another SRD book for Cthulhu Eternal.
Back to the Masonic Hall on a hot weekend.
The fourth issue of the GURPS fanzine The Path of Cunning is out.
One of the more complex aspects of En Garde! is gambling, and correct choices are not obvious. So I worked it out in detail.
Even more stuff by me that you can buy! Unless you have it already.
Also known as "more stuff by me that you can buy".
Here's a core game mechanic with no game wrapped round it. It might be useful for someone, or I may use it myself some day. Have fun.
A return to Leeds for my favourite RPG convention.
Well, the convention restarted a while ago, but this time I actually felt reasonably happy about going.
I don't generally use maps much when I'm role-playing; my games are fairly fluid, such that it's not very clear where things are going to be happening until the session has started, and exact tactical distances don't matter much. But since the pandemic began, particularly because I can't easily sketch something and hand it round the group, I've been experimenting with something a bit more sophisticated.
Tenth in this series of one-day conventions, and my first in-person RPGs for quite some time.
The longest, and I think the best, RPG campaign I've ever run has reached its end.
Another thing of mine is on Kickstarter. Buy now! Or something.
When the GM asks "what day of the week was your character born on", do you respond:
From a conversation on discussion.tekeli.li came the challenge: if you want to break into someone's house by throwing his plant pots through his (glass) patio doors, how do you go about it? In GURPS, obviously. Do not use this as a guide for actual criminal acts, or if you do at least delete any trace of your having read this post before they catch you.
Over the years quite a few RPGs have used logarithmic scales for various purposes. Why aren't they more popular?
Call of Cthulhu has a spotty history with automatic fire; it's one of the few rules that changed quite a lot between editions before the complete rewrite that was 7th. I don't think 7th has improved matters.
GURPS 4th edition changed the way the cost of Allies and Dependents is calculated. I think this may be considered an error, or at least that more sophistication is needed.
Someone sent me a link to a fan-made Traveller setting based on a USSR-derived interstellar power. And it's pretty interesting, except for the Cyrillic Thing.
After last year's GURPS PDF Challenge, there's more of my stuff now being funded on Kickstarter.
The third issue of the GURPS fanzine The Path of Cunning is out.
This 1990 RPG supplement by Peter Phillipps portrays a Britain after World War III. Well. Up to a point. It is a famously bad book.
The final major section of the book is the GM's toolkit.
That's more or less the players' part of the book. The rest of it is advice to the GM.
You now have a character. Now let's break it.
So given that universal resolution mechanic, what's the rest of the game about?
This universal RPG system suffers from conflicting goals, but ends up producing a pleasantly fast-moving game.
Ninth in this series of one-day conventions, which this year of course happened on-line.
My first adventure for Reign of Steel is now available – at least to Kickstarter backers.
Something of mine is on Kickstarter. (Well, sort of.) Gosh.
I've been running a small Discourse forum for role-playing and boardgaming for a while now, ever since UKRolePlayers shut down. It's suddenly got much bigger.
The second issue of the GURPS fanzine The Path of Cunning is out.
This long-running games convention had another instance at the start of January. With images; cc-by-sa on everything.
I've recently made hardcopy books of some of my role-playing PDFs, using Lulu's print-on-demand service. Here are some tricks that might be helpful for anyone else doing the same thing.
The Lightless Beacon is an adventure by Leigh Carr with Lynne Hardy, released to commemorate the death of Greg Stafford. I recently ran it for Whartson Hall. Spoilers.
This GURPS supplement is primarily an equipment catalogue, listing electrical and related equipment from Galvani and Volta to the present day.
Eighth in this series of one-day conventions in bustling metropolitan Baildon (suburban Bradford).
This GURPS supplement deals with contacts: how to use them, how to customise them, and a wide variety of examples.
This supplementary volume in the Monster Hunters series offers improved abilities for some of the standard hunter templates.
This GURPS Powers supplement provides mechanical support for characters aided by totem spirits: something less than gods, but still more than human.
I have committed myself to a fanzine. Not just that, an RPG fanzine; not just that, a GURPS fanzine.
In a recent game using the World of Darkness system, a situation arose in which someone picked up a cat; then, later, they wished to clear their hands before engaging in combat, so they threw the cat at someone else. This needed a certain amount of improvisation from the GM because the rules had little to say about it. But surely GURPS can do better?
This is the third of the new GURPS Steampunk supplements, updating and extending the old book; with genre and technology already covered, this volume deals with character generation.
I often heard about this RPG convention when it was running some years ago, but it stopped before I got round to attending. The organisers have started it again, so I went along to find out more.
The Dark Times, edited by Lee Williams, is a fanzine that follows on from Demonground and Protodimension in dealing with "the horror-conspiracy-weirdness gaming genres", beginning with Dark Conspiracy and drifting into nearby areas.
This GURPS Action supplement lists hazards from the real world (or at least the cinematic world) for use in action games.
GURPS 4th edition has a lot of magic systems, as well as rules for designing your own. How can you choose which one(s) you should use in your new campaign?
Pyramid, edited by Steven Marsh, was the monthly GURPS supplement containing short articles with a loose linking theme – though for this final issue that's mostly "look at all the different genres we've covered".
This supplementary volume in the Monster Hunters series models real-world religions to give their monster-hunting adherents appropriate game effects.
This fourth Dungeon Fantasy Monsters book deals with the traditional Ultimate Fantasy Foe.
This second Dungeon Fantasy Adventure book deals with an expedition to the long-abandoned (yeah, right) ruins of a draconic monarch's palace.
Back to Dragonmeet, since it was happening (and I was being paid). All images are cc-by-sa.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's travel, and its perils and adventurous possibilities.
This is the second of the new GURPS Steampunk supplements, updating and extending the old book; it is primarily a book of equipment.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's rules that amend, replace or extend what's already in the books.
Whartstock is the best gaming convention that you aren't invited to; it's the annual-ish gathering of the Whartson Hall Æthernauts.
Seventh in this series of one-day conventions in bustling metropolitan Baildon (suburban Bradford).
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's post-apocalyptic material, and more for The Fantasy Trip.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's tied to one recent and one upcoming release: the Dungeon Fantasy RPG, and The Fantasy Trip.
It has been announced that Pyramid volume 3 is to cease publication at the end of this year.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a tie-in with the recently-released Hot Spots: Renaissance Venice, dealing with areas on a slightly larger scale than last month's Locations issue.
This historical GURPS supplement deals with Venice in the 15th and 16th centuries.
This long-running games convention had another instance at the start of July, on a very very hot weekend. With images; cc-by-sa on everything.
Orichalcum is a term that shows up in Plato's Critias, particularly in association with Atlantis, as a signifier of the decline of civilisation. For role-playing purposes one can do more with it.
This first Dungeon Fantasy Settings book deals with a town - in other words, the very thing that Dungeon Fantasy tends to skim over lightly, as merely a place to heal up, sell loot and buy supplies.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a set of four locations, with some effort made to blend detail with broad applicability.
This supplement adds to the standard GURPS magic system, with spells designed to destroy hordes of minor opponents.
Sunday was mostly a demonstration day as the show wound down; it was much less crowded than Saturday.
This first GURPS Encounters book is a tavern/bar/club sourcebook combined with four short adventures.
On Saturday I was mostly out in the show rather than at the table, because there was a team of extra demonstrators coming in just for that day.
Friday at UK Games Expo was a half-day of demos, followed by meeting friends.
UK Games Expo expanded again this year, and either it sorted out most of its organisational problems or I managed to shift to doing the things which it's good at.
This Dungeon Fantasy supplement deals with a new style of magic.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's GURPS Technomancer, the magic-as-technology world inspired by Magic, Inc., Operation Chaos and The Case of the Toxic Spell Dump.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the combination of magic and imagination. Will that be different from the Thaumatology issues we've had before?
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's back to the dungeon, looking at both the Dungeon Fantasy RPG and the GURPS Dungeon Fantasy series. OK, not really an exciting theme for me, but let's see how it goes.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the Action series, a set of rules for streamlining GURPS to fit the sort of story one finds in action films.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's fighting – not a theme I find particularly compelling in RPGs any more.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the exploration of space, as distinct from alien planets.
This supplement for campaign design deals with portal fantasy, specifically the sort in which people from Earth find thsmselves in a fantasy world.
Back to Dragonmeet, since it was happening. All images are cc-by-sa.
This GURPS Fantasy-Tech supplement deals with upgrades, plausible or otherwise, to low-tech mêlée weapons.
This first Dungeon Fantasy Encounters book deals with an abandoned (but monster-infested) tower offering portals into other worlds.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a return to thaumatology, looking at magic and what to do with it.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the last of the three issues promised during the Dungeon Fantasy RPG kickstarter. (It's well timed, as hardcopies of the books were reaching Kickstarter supporters as it came out, and they're now available to the public.)
The Dark Times, edited by Lee Williams, is a new fanzine that follows on from Demonground and Protodimension in dealing with "the horror-conspiracy-weirdness gaming genres", beginning with Dark Conspiracy and drifting into nearby areas.
My alternate-history World War II (with magic) game has now lasted for ten years of real time, something over 100 sessions (we play roughly monthly and sometimes skip a month).
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's another batch for the Monster Hunters setting.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the second of the three issues promised during the Dungeon Fantasy RPG kickstarter.
Vehicles aren't the defining image of steampunk, but they're certainly one of the important aspects of it, whether it's personal carriages or massive airships. This book lists a number of historical, speculative and fantastic vehicle designs, with stats for use in GURPS.
Squaddies is a series (two so far) of short military SF scenarios from Astronautilus Production; I've been a proof-reader on them. They're designed for fairly near-future interstellar settings. How can they be used with GURPS? Pretty easily, I reckon. This post deals with equipping the troops.
The units(1) program is available on many Unix systems (though rarely installed by default). Most people think of it as a simple interactive converter. It's actually much more powerful than that.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's magic inspired by large-scale filmic stories. Is it just going to be a rerun of #102 Epic? Not quite.
This long-running games convention had another instance at the start of July. With images; cc-by-sa on everything.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's one of the three issues promised during the Dungeon Fantasy RPG kickstarter.
Thomas Thornberry posted, and Douglas Cole forwarded, a plea for information about high point value campaigns in GURPS: how can they be made to work, when skills become so high that failure is highly unlikely?
UK Games Expo continues to expand; the trade hall was still in NEC Hall 1, but all the tournaments which had shared space with it were pushed into one of the other halls at the back. With images; cc-by-sa on everything.
This historical GURPS supplement looks at the Silk Road during the peak years of its importance, between roughly the second and tenth centuries AD.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's things that go wrong for player characters.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's things to make the players say "that's amazing".
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's humour, something I've always found tricky in RPGs.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a celebration of 100 issues of Pyramid, and various articles that wouldn't fit well elsewhere.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's death, and what might follow.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time, to support the forthcoming Dungeon Fantasy RPG, it's all about dungeon-bashing.
This is a small extension of the GURPS rules to generate the time taken for tasks of variable length.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the loose idea of bizarre phenomena and, well, strange powers.
The GURPSDay bloggers suggested a series of questions about the year in GURPS, so…
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's high technology and the things one can do with it.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's wilderness adventures and travel in a fantasy, or at least low-tech, setting.
The original GURPS Steampunk was published in 2000: both GURPS and steampunk have moved on since then. This first of what's planned to be a new series of PDF supplements does not replace that book, but "updates and extends" the GURPS treatment of this genre.
This third Dungeon Fantasy Monsters book deal with monsters of known mythic origins, and expands on the popular "magical mistakes" category of monster.
Fifth in this series of one-day conventions in bustling metropolitan Baildon (suburban Bradford). All images are cc-by-sa.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a third issue on the general theme of Spaceships (the GURPS subsystem as well as the overall concept).
This supplement is not about a specific world, or an area of GURPS rules: it's about how to convert a fictional setting for use in a role-playing campaign.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's police and legal systems.
This Dungeon Fantasy supplement deals with magical items that store spellcasting energy.
Operation Hard Sell was the adventure that convinced me I should stop running Torg, at least for a while. Spoilers for this adventure follow.
This supplement adds to the standard GURPS magic system, with spells designed not just to injure or curse but to kill.
This supplement clarifies and gives comprehensive examples of Wildcard Skills, a relatively under-used element of GURPS 4th edition.
This Dungeon Fantasy supplement gets away from the cycle of dungeon to generic-town and back again, and moves adventures into the great outdoors.
Pyramid, edited by Steven Marsh, is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's zombies.
This long-running games convention started off as a Diplomacy gathering. These days it's a blend of board-gaming and roleplaying. With images; cc-by-sa on everything.
For my latest RPG campaign, Wives and Sweethearts, I've been trying something a little different, making extensive use of the rules from GURPS Social Engineering: Back to School.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's magic.
UK Games Expo continues to expand, and this year moved the trade hall into the NEC for the first time. With images; cc-by-sa on everything.
One might naïvely suppose that this would be an easy distinction, for both books and games. Fantasy has dragons; science fiction has spaceships. But there is a set of ideas, loosely correlated with the SF/fantasy divide, which to my mind make a greater difference to the feel of a story than do trappings like those.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time, tying in with the After the End series again, it's a grab-bag of articles about the post-apocalypse.
I wrote a while ago about how I'd redesign the Torg world to keep a similar feel but make it a bit more interesting. Now I want to consider how one might change that feel by changing the rules. (Like those world modifications, this would break the existing campaign, so players in my GURPS Torg game need not worry that this will apply to them.)
This Dungeon Fantasy supplement deals with "special" treasures: not just the big hauls, but something truly unique.
John Dallman invented the term Occult Secret Service to describe the Laundry novels of Charles Stross (from 2001) and the Broom Cupboard novels of David Devereux (from 2008). It's become popular in other fiction and in role-playing games. Is it useful to analyse it further?
The observant will have noticed the tag "Project Woolsack" on various of my review posts, and a certain subject matter bias associated with them.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about alternative framings of the dungeon again.
I had an article in Pyramid #3/90 linking the general ideas of After the End to the specifics of Reign of Steel.
This supplement deals with powers that break the rules, for Lovecraftian aliens, superbeings, and weird lone genius inventors.
This initial supplement in a new line deals with dwellers in the world after the end of civilisation.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about the end of the world, linked to the upcoming publication of the After the End streamlined rules set.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a variety of ideas broadly intended for pre-gunpowder campaigns.
I had an article in Pyramid #3/88 dealing with abandoned nuclear reactors and other sources of radioactive fun.
After a couple of shorter adventures, the campaign moved on to High Lord of Earth. Mostly it worked. Mostly… Spoilers for this adventure follow.
2015 fantasy, 10 episodes. In a technomagical world, four heroes will hunt down the resurgent Prophet who was responsible for the last great war.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about organisations, following this year's releases of Boardroom and Curia and Dungeon Fantasy 17: Guilds.
This Dungeon Fantasy supplement deals not just with guilds but with organisations that interact with adventurers: the congregation, the cabal, organised crime, nobles, and the like.
This supplement updates and expands the Sparrial race, from the original GURPS Aliens, to fourth edition.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's the near now, things that are just barely possible or not quite possible yet.
On a chilly December morning I went to Dragonmeet again. All images are cc-by-sa.
This Dungeon Fantasy supplement deals with the thing closest to a dungeon-delver's heart: money.
This GURPS Transhuman Space supplement gives an overview of biotech, dealing with all the fiddly bits that aren't bioroids or smart uplifted animals (which were in Bioroid Bazaar).
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a collection of unusual ways of looking at things.
This GURPS Action supplement expands character creation with greater flexibility in power level and skills, while keeping much of the simplictiy of the Action series.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's a grab-bag of alternative and house rules for GURPS.
This GURPS Dungeon Fantasy supplement expands the Barbarian archetype with new options and powers.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about items one can make with magic.
This GURPS supplement explains how to convert spells from the standard GURPS magic system into power effects.
Fourth in this series of one-day conventions in bustling metropolitan Baildon (suburban Bradford). All images are cc-by-sa.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about created, and creative, creatures in a horror context.
This GURPS supplement deals with teaching, learning, and games based on either or both.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's about things that threaten adventurers in a fantasy game: some monsters, but also societal menaces.
I seem to end up GMing more than I end up playing. Here are some ideas and game mechanics I'd like to use in one of my characters if and when the opportunity arises.
The first Dungeon Fantasy Monsters book dealt with all sorts of creature one might find while kicking in doors and killing the things behind them. This one is more specialised, dealing specifically with slimes.
A game-related post for Free RPG Day. These are not "campaigns I plan to run", just ideas that someone could do the hard work on to turn into a game. I might run them at some point if the players are enthused; I would be nearly as happy if someone else took inspiration from them and ran something related that I could play in.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. "Space Atlas" covers places to take a campaign… in space.
This supplementary volume in the Monster Hunters series tweaks the game to allow the foes to be aliens rather than supernatural monsters.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's religion, particularly of the actively supernatural sort. This isn't something that tends to come up much in my games, so the applicability of this issue is relatively low for me.
Eight zombie campaign frames sketched out in moderate detail.
Pyramid is the monthly GURPS supplement containing short articles with a loose linking theme. This time it's combat: fighting of all sorts.
The Torg adventure The Forever City didn't need as much fixing as The Possibility Chalice, but there were still some tweaks that made things work better.
This supplement is not called "GURPS Organisations", but it might as well have been.
This specialised GURPS supplement deals with unusual sensory powers, from the reasonable to the cinematic.
The players in my Second World War campaign have gathered various information about the interaction of atomic power and magic. Here's a quick summary of what they think they know.
The Torg adventure The Possibility Chalice was published in the far-off days of 1990, when information about mysterious lands across the ocean was hard to come by, especially in a small town in Pennsylvania.
I run a lot of role-playing games set in the real world. (As Ken Hite points out, the background material is much richer and has had more people working on it, even if it's sometimes less plausible.) One surprisingly easy technique to add consistency and a sense of realism is being able to say what the moon is doing.
Third in this series of one-day conventions in bustling metropolitan Baildon (suburban Bradford), and a shift to a new time of year. All images are cc-by-sa.
Continuing with David F. Chapman's RPG a Day. Part 1 is here; Part 2 is here. I've also talked about these at greater length in the latest episode of Improvised Radio Theatre with Dice, a role-playing podcast which you should be listening to.
Continuing with David F. Chapman's RPG a Day. Part 1 is here.
David F. Chapman came up with the RPG a Day idea: one question about one's RPG experiences to be answered each day during August. That makes for short posts, though, so I'm going to group them together a bit.
Yesterday was the second one-day convention organised by the yog-sothoth.com crew.
The Same Page Tool is a series of questions to try to get players and GMs onto the "same page" in terms of the sort of behaviour they expect in a game.
Douglas Cole asks about experiences with RPGs played on-line and/or with virtual tabletops.
Broadly speaking your resistance to intimidation, magical and psionic effects, and frightening and stressful situations, is determined by your Will stat. By default this is equal to your IQ; you can buy it up or down for five points per +/-1, and may find this referred to as "strong will" or "weak will".
There are various ways to get and keep good equipment in GURPS, other than just laying down money for it. Here are most of them.
Explosions in GURPS confuse many people. Here's how they work, broken down at greater length than was available in the rules.
GURPS 4th edition introduced a completely new mechanism for the resolution of attacks with rapid-firing and automatic weapons, and uses the same one for shotgun pellet hits (which are after all a similar sort of multi-projectile attack). Here's how it works.
OK, we've taken out American and European industry. We still need to deal with China, which the original game completely neglected, and Japan. I'm wondering here about a blend: wuxia action with conspiracy thriller in the style of some modern Asian action films.
I'm running Torg at the moment. Because I didn't want it to turn into a research-fest, I'm running it pretty much as it was written.
But this raised the question: what would be a more representative, and more interesting, set of worlds to choose as invaders? One of the original ideas of Torg was that the worlds should be representative of popular role-playing genres, but this doesn't seem to have made it into the final game -- cyberpunk may well have been big, but lost-world fantasy with dinosaurs? Really?