Wow. That’s going to be long . . .
My writeup of Chapter 3: Classes for Pathfinder is about half done. Six classes down, and it’s already over 2,700 words.
Breaking it into two parts for sanity.
My writeup of Chapter 3: Classes for Pathfinder is about half done. Six classes down, and it’s already over 2,700 words.
Breaking it into two parts for sanity.
This is a repeat of an SJG Forums post made by Assistant Line Editor Jason “PK” Levine. *** *** *** *** A wise company looks to the future while carefully minding the past, and it’s in the latter spirit that we’ve offered back catalogs of our classic magazines. Roleplayer, which started as a newsletter and…
A hard week, but a pretty good one. Till Death Shipping has all packages, including international ones, out the door. More on that below. Shields Up has started second-round edits and playtester review. No fight-tests yet. Serpents of Legend saw progress and a few fight-tests. I feel the Bestiary-type book is starting to come together…
I did a lot of writing last week, and was up until just shy of 4am on Saturday night trying to finish editing the magical items, treasure, and rewards chapters. For those that come to these pages looking for tons of GURPS content, especially my semi-regular features such as The Reloading Press or even the…
I thought it was worth explaining in more detail what’s actually in the Dragon Heresy Introductory Set. Other Updates from the Dragon Heresy Kickstarter Welcome to Dragon Heresy! (blog/KS link) A Great Beginning: the first 24 hours (blog/KS link) Hail to the Shield-Guard! The Skjald-hirð carries the day! (FUNDED!) (blog/KS link) Designer’s Notes, and Shields with at…
From the computer in the Lair of the Chaotic GM Douglas’ Conditional Injury article from Pyramid #3/120 is an excellent alternative to GURPS’ default HP ablation system, especially if you dislike the “death by a thousand papercuts” trope in RPGs. I have built a small tool to facilitate its use: http://jscalc.io/calc/30GyHBOoMYnXFmRc It takes into account…
We picked up where we left off, and the amulet that controlled some sort of transport device. We reviewed prior locations and interesting phenomena, so as to figure where to go next. We decide to head West, and we see doors which are shiny, iron, dwarven-made doors. They don’t appear to be locked in any…