Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 59 GURPS-Related posts from our list of 38 blogs that have popped up on the radar screen, and includes for the first time the Ironemblem Gaming blog, which is hosted on Tumblr. Apparently getting a tagged RSS feed from Tumblr is pretty easy, so yay. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. 

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Game in the Brain (Justin Aquino)

The Collaborative Gamer (Joseph Linden)

Insidious GURPS Planning (Mr. Insidious)

The Lands of Nandeme (Charles Saeger)

The Red Mouser (Gotha)

Southern Style GURPS (Chris Bower)

Ironemblem Gaming (Richard White)

Cursed -75 Points (BowToChris)

Dungeon Fantastic (Peter Dell’Orto)

Game Geekery (“Warren “”Mook”” Wilson”)

  • Updated Maps and Other World Mapper (4/06/16) – Today I’m talking a bit about a new mapping program in beta, Other World Mapper, and the new maps I’ve made with it for my Quick-Play Adventures.

Just Roll 3d6 (Colin)

  • Minimalist Character Creation (4/05/16) – Fast character creation in GURPS? Yes, it’s possible! This post explores how to focus on attributes and skills in order to streamline the character creation process.

Dark Paths and Wandered Roads (Jason Woollard)

  • Sundered Lands 4.2 (4/07/16) – Fortis and Valinya fly across the harbor in search of the local mages guild, the Witchwardens. (part 2/3) The newest adventures in the Sundered Lands of Palladium, our GURPS: Palladium Fantasy campaign.
  • Sundered Lands 4.1 (4/07/16) – Silver the Dragon (in female Elf form) and Arn the Dwarf (also in female Elf form) secure lodgings for the party. (part 1/3) The newest adventures in the Sundered Lands of Palladium, our GURPS: Palladium Fantasy campaign.
  • Grand Duchy 78 (4/01/16) – The Grey Company explorers further into the valley, experiences a snakebite, skirts some ruins, gets bugs in their faces, finds some dead bodies and is accused of murder by lizard riding strangers. Another exciting episode of the Grand Duchy of Adventure, our GURPS Mystara campaign.

Hard Maths (CTA)

Let’s GURPS (Pseudonym)

Northport (Denis McCarthy)

Mailanka’s Musings (Daniel Dover)

  • Psi Wars: Miscellaneous Ships (4/07/16) – Not every ship in the Psi Wars universe will be a warship or a corvette suitable for heroic antics. Many of the vessels found in Psi Wars would be boring, mundane, but highly important trade vessels or colony ships or diplomatic envoys. This post outlines which existing ships might work best for such background NPC vessels and adjusts a few to make them fit into the Psi Wars universe better
  • Psi Wars: Alternate Super Weapons (4/07/16) – Bonus Post! What Star-Wars inspired campaign would be complete without some world-killing super-weapon. This post discusses readily available super-weapons from the GURPS Spaceships Series, and dips into Pyramid for a few more ideas you can use.
  • Psi Wars: Alternate Capital Ships and Dreadnoughts (4/06/16) – While not generally suitable for players, capital ships (SM 10+) ships serve as backdrops and opponents to the PCs. This post offers variations on the Sword, the Tarot, the Empire and the Viking
  • Psi Wars: Alternate Corvettes (4/05/16) – The GURPS Spaceships line offers us a variety of interesting SM +7 to +9 ships that we could use in our Psi Wars campaign. This posts offers variations on the Tiger, the Renegade, the Dark Horse, and the Taj Mahal
  • Psi Wars: Alternate Fighters (4/04/16) – GURPS Spaceships 4 includes a variety of interesting fighters we can just drop into Psi Wars. This posts offers variations of the Typhoon, Starhawk and Wyvern
  • Psi Wars: Alternate Spaceships (4/03/16) – The GURPS Spaceships line offers lots of ready-made ships. By tinkering with a system or two, we can offer even more ready-made starships for your Psi-Wars needs. This post includes a listing of the coming ships that are especially appropriate for players

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary April 1 – April 7, 2016 (4/07/16)
  • The rule of 14 for passive abilities (4/07/16) – Discussions with Christopher produce the Rule of 14 for plot details of tactical significance. A mutually acceptable assumption of what a player whose character has a high Observation, Perception, Search, or similar skills will get as part of the room description, as opposed to having to ask the GM for details.
  • Aeon Campaign: S2E1 – Bomb Voyage (4/05/16) – The Cavalry (our supers team) responds to the explosion of a bomb outside a church; we correctly deduce a second bomb is waiting for us, on a timer and remote detonator. We disarm it, and execute a spectacularly successful series of clue-finding investigations that leads us to another potential murder – and it is a murder, not a terrorist attack. Or rather, it’s both. We arrive in time to fend off a very dangerous foe, who escapes.
  • Reloading Press: M309 10x24mm Caseless (4/04/16) – The Reloading Press examines the M309 10x24mm caseless cartridge. This projectile – standard explosive light armor piercing – is the most commonly issued round to the marines all over the quadrant. It’s choice was, and is, not without controversy, however.
  • GURPS Action: Series Review index (4/03/16) – This post lists the links to all four comprehensive reviews of the GURPS Action series: Heroes, Exploits, Furious Fists, and Specialists.
  • Sunday Review: GURPS Action 4: Specialists (4/03/16) – This review of Action 4: Specialists concludes my review of the entire Action series. In brief, this is a fantastic concept for quick-building characters and NPCs that deserves to be expanded into every worked-example line. It’s that good, with exploitable elements for any modern action-oriented campaign, even realistic ones.

Code by Clockwork (Jeff Demers)

Ravens N’ Pennies (Christopher R. Rice)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 45 GURPS-Related posts from our list of 35 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. 

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Just Roll 3d6 (Colin)

  • Understanding Damage in GURPS Combat (3/29/16) – GURPS’ combat model is based on some specific assumptions. This post looks at those assumptions—as well as how to change those assumptions—in order to make combat work the way that fits your game.

Dark Paths and Wandered Roads (Jason Woollard)

Ravens N’ Pennies (Christopher R. Rice)

Orbital Vagaries (Christian Blouin)

Dungeon Fantastic (Peter Dell’Orto)

Mailanka’s Musings (Daniel Dover)

Game Geekery (“Warren “”Mook”” Wilson”)

  • GURPS Grenades – Big Bada Boom (3/30/16) – The next GURPS “fiddly bit” to look at are explosions, specifically grenades. Includes examples and a handy PDF table extrapolating both blast and fragmentation damage out to a range of 16 yards.

The Collaborative Gamer (Joseph Linden)

Further Up the Spire (Archon Shiva)

  • Ptolus Easter Egg Hunt (3/27/16) – A treasure hunt through players’ recollections, for free rerolls at the next session.

Game in the Brain (Justin Aquino)

Northport (Denis McCarthy)

One Yard Hex (Paul Stefko)

Southern Style GURPS (Chris Bower)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 25 – Mar 31, 2016 (3/31/16)
  • Tactics: When in doubt, be Batman (Aeon/Supers) (3/31/16) – Powerful supers characters are great . . . but you have to play them right, and for The Commander in the Aeon campaign, I wasn’t. The key? Less Captain America, more Batman. Because as the phrase goes, be yourself, unless you can be Batman.
  • Aeon Campaign: S1E12 – Aftermath (3/29/16)
  • Reloading Press: .22LR (3/28/16) – This installment of the reloading press presents the classic beginner’s rimfire round, the .22 LR. Used in everything from target practice to assassination, it’s a surprisingly deadly projectile if you can make your shot placement count.
  • Sunday Review: GURPS Action 3 – Furious Fists (3/28/16) – This Sunday Review continues my examination of all four of the GURPS Action titles with Action 3: Furious Fists. This is a solid book that still might be too much detail for a roll and shout game. Nonetheless, if you really want to play the hand-to-hand type in a world of guns, this volume offers an excellent how-to.

The Red Mouser (Gotha)

Let’s GURPS (Pseudonym)

Cursed -75 Points (BowToChris)

Don’t Forget Your Boots (Mitch French)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 54 GURPS-Related posts from our list of 37 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. 

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Just Roll 3d6 (Colin)

  • GURPS Lite Review (3/22/16) – GURPS Lite is a great resource for introducing new players to GURPS. This review looks at what Lite does well, as well as the areas that need more support from Basic Set before players can start playing.

The Lands of Nandêmē (Charles Saeger)

Orbital Vagaries (Christian Blouin)

Game in the Brain (Justin Aquino)

Northport (Denis McCarthy)

The Red Mouser (Gotha)

Cursed -75 Points (Chris Nebulous)

Ravens N’ Pennies (Christopher R. Rice)

Game Geekery (“Warren “”Mook”” Wilson”)

  • GURPS Shotguns – This Is My Boomstick (3/23/16) – GURPS has a few fringe-case/optional rules that I find a bit more fiddly than the wonderfully elegant core bits. Today I’m looking at the first of these… how shotguns work in the game.

The Collaborative Gamer (Joseph Linden)

Insidious GURPS Planning (Mr. Insidious)

Dungeon Fantastic (Peter Dell’Orto)

Worlds Beyond Earth (Derrick White)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 18 – Mar 24, 2016 (3/24/16)
  • Worse Better Fantasy Armor (3/24/16) – Thursday is GURPSDay, and I take a conversation I had about the No School Grognard ‘Better Fantasy Armor’ design system and start tweaking. For campaigns more realistic than DF, I like where it ended up.
  • Aeon Campaign: S1E11 – Exercising and Exorcising (3/22/16) – The Cavalry has an epic battle with the primary season 1 foe in the epic conclusion to the story arc. We learn what happens when you actually take time to plan, and we take down the bad guys in spectacular fashion. Too spectacular in some cases, which will have some repercussions later.
  • Hirelings have a shelf life (3/21/16) – Eventually, the hirelings get tired of being pushed around . . . then they do what you least expect. Retire and buy an inn. Inspired by posts from +Peter V. Dell’Orto talking about hireling abuse.

Shooting Dice (Hans-Christian Vortisch)

Dark Paths and Wandered Roads (Jason Woollard)

  • Sundered Lands 3 (3/24/16) – The companions finally arrive in the city of Essanos and begin their search for the mysterious blonde girl said to be the key to defeating the Chaos Lords. The newest adventures in the Sundered Lands of Palladium, our GURPS: Palladium Fantasy campaign.

Let’s GURPS (Pseudonym)

Mailanka’s Musings (Daniel Dover)

5 Stone Games (5 Stone Games)

Southern Style GURPS (Chris Bower)

World of Lycretia (Jeromy French)

No School Grognard (Mark Langsdorf)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been 43 GURPS-Related posts from an ever-expanding list of 37 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week. This week we’re changing up the time we ran the script, so checking out the update that will show up tonight or tomorrow morning is key!

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Just Roll 3d6 (Colin)

The Lands of Nandêmē (Charles Saeger)

Orbital Vagaries (Christian Blouin)

Game in the Brain (Justin Aquino)

The Red Mouser (Gotha)

Ravens N’ Pennies (Christopher R. Rice)

Game Geekery (Warren “Mook” Wilson)

  • Printing RPG PDFs to Hardcopy Books (3/16/16) – Gamers are often curious about printing their PDFs as hardcopy books. This post has both pictures and prices for a few books I’ve made for myself using Lulu.

The Collaborative Gamer (Joseph Linden)

Insidious GURPS Planning (Mr. Insidious)

Dungeon Fantastic (Peter Dell’Orto)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 11 – Mar 17, 2016 (3/17/16)
  • My Danger Sense is Tingling (3/17/16) – The Danger Sense advantage is something that I both love and hate, as both a player and GM. I discuss why, and whether, in the years since 4e came out, that improvements in metagame mechanics have made the advantage somewhat superfluous, or at least easier to handle in other ways.
  • Aeon Campaign: S1E10 – This computer really IS possessed (3/15/16) – In the Aeon supers game, we turn a no-win situation into a locked room mystery for our foes. A lot of exposition and discussion with a possessed AI (no, literally), and the revelation that a long-time rival is behind a lot more evil than your run-of-the-mill power-hungry organizational climber.

Shooting Dice (Hans-Christian Vortisch)

Dark Paths and Wandered Roads (Jason Woollard)

  • Grand Duchy 77 (3/17/16) – The Grey Company cautiously continues their exploration of the quiet valley. Challenges continue to present themselves, but they are overcome. Summary of the latest play session of The Grand Duchy of Adventure, our GURPS: Mystara campaign.
  • Simple Tricks II (3/15/16) – The Lambda Heist. The Crew of the Painted S’kytri infiltrate, assault and steal from an Imperial base on a backwater moon. Episode II of our ongoing GURPS: Star Wars campaign.

Let’s GURPS (Pseudonym)

Mailanka’s Musings (Daniel Dover)

Further Up the Spire (Archon Shiva)

  • Session: The Shipment (3/16/16) – A new drug lord is trying to install his trade in Mistzy’s neighborhood.

Southern Style GURPS (Chris Bower)

Armin’s GCA 5 Blog (Armin Sykes)

No School Grognard (Mark Langsdorf)

As a GURPS player, I both love and hate Danger Sense.

It’s a great “get out of jail free” card to have in your pocket, in that you notionally get warning (or at least a die roll) to see bad things coming. It should make you hard to ambush, hard to sneak up on, and hard to get hit with random acts of God and man without at least having the chance to get out of the way.

So I love it, and there’s enough realism there in terms of sensory fusion that the concept doesn’t bug me.

But I hate it too. Mostly because it’s a passive ability that is so very, very easy to to forget. “What about my danger sense!” is bad enough in its way. It means potentially haranguing the GM about it whenever it might come up.

It’s also burden-shifting. Really, this sort of passive ability is in the GM’s hands nearly all the time. So it’s shifting workload to an already laden individual.

And after a long workday, with a few glasses of wine in me . . . Danger Sense just ain’t on my mind. So it winds up being points wasted, because it’s either used too much (and is annoying), or not used at all (because one forgets), or is a burden on the GM who has to play it for you, and then gets yelled at when yeah, the Perception roll fails and you really don’t notice the lecherous werewolves with guns* coming for you.

And with all the mechanical improvements that have come about since 2004, I have to wonder if Danger Sense is really necessary anymore.

Active abilities – even raw, naked metagame abilities – are nice because they are completely above board. I spend a character point or bonus point or wildcard point or luck point or a re-roll based on a high tactics skill, and the bad thing that was about to happen  . . . doesn’t. Or does, but doesn’t fall squarely on my shoulders as it would have.

There are a lot of things where you could use them much like buying successes. You step from behind the pile of crates, and the GM says “you are spotted by the guard.” And that’s because he’s rolling Per+10 because it’s close range in plain sight. You’ve got two choices: spend 1 metagame point to have him reroll that Perception roll (plain sight – you’re still toast), or right the heck then, you spend 2 or 3 such points and you get a funny feeling and “rewind” to before you stepped out from behind the crates to begin with.

The sniper shot that would hit you? Spend a point and get a reroll, or two or three and you just duck.

There are so many good metagame currencies that exist now in GURPS that I have to wonder if the passive ability that is Danger Sense is really needed anymore. I know my current supers character in +Christopher R. Rice‘s game, Ian “The Commander” Owari, has Per-18 and Danger Sense and what we just realized should have been Tactics-22 or even Tactics-27 in a firefight. But we forget a lot of the passive abilities, and rarely use the active re-rolls from Tactics, because we get swept up in the moment for one, and metagame “oh no you didn’t!” moments can be jarring for players and GMs alike.

But lacking this sort of foresight (or Foresight, from Pyr #3/53) is a big deal to the character concept. And having it be an actively managed pool of ability would be much easier for all of us than the passive, in the background Danger Sense.

*That’s from an old phrase I used to use when describing how to do interval training. Run for 60-120 seconds like you’re being chased by . . . 

Two things are taking my blogging time right now.

First is that +Jeffro Johnson is helping me get acquainted with the PERL script we use to get the GURPSDay thing going. His ownership and authorship of the script was always supposed to be temporary, but he’s just so efficient that we never really completed the knowledge transfer. We got 35 of 37 blogs pulling properly, but two outliers will take more wrestling.

The second piece is the D&D project, on which I made ridiculous progress and then last week hardly any. That’s not a slow-down in intent and commitment – I still know mostly what I want to do with it, and in a few more days, if I don’t hear from one guy, I’ll start with the “what do I do on X and Y” final commits. I’m planning on staging some test fights this weekend, too. Once I settle a few “what do I do” questions, it’s a matter of pounding it out.

I’ve been getting great advice, too. And help with still more. I chose better than I knew when I picked my playtesters, too.

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been nearly 60 GURPS-Related posts from an ever-expanding list of 35 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


World of Lycretia (Jeromy French)

Code by Clockwork (Jeff Demers)

Don’t Forget Your Boots (Mitch French)

Sharrukin’s Palace (Jon F. Zeigler)

The Red Mouser (Gotha)

The Collaborative Gamer (Joseph Linden)

The Lands of Nandêmē (Charles Saeger)

Game Geekery (Warren “Mook” Wilson)

  • The Bunnies’ Tale (Bunnies & Burrows) (3/09/16) – Racing against the clock to post a new Quick-Play Adventure, “The Bunnies’ Tale,” inspired by stories such as Watership Down and games like Bunnies and Burrows. I will post it for download Thursday, even if it has to temporarily be a “beta version.”

Insidious GURPS Planning (Mr. Insidious)

Cursed -75 Points (Chris Nebulous)

Orbital Vagaries (Christian Blouin)

RogerBW’s Blog (Roger Bell-West)

Game in the Brain (Justin Aquino)

Mailanka’s Musings (Daniel Dover)

  • Psi Wars: Robots (3/10/16) – An analysis of the intent of robots in Psi Wars and a quick look at Ultra-Tech robot templates and how to turn them into into working characters
  • Bonus Post: Modifying Robots (3/09/16) – A deeper look at using the gadget rules to modify robot templates, including adjusting dollar costs for modified robots!

Southern Style GURPS (Chris Bower)

Just Roll 3d6 (Colin)

Armin’s GCA 5 Blog (Armin Sykes)

Shooting Dice (Hans-Christian Vortisch)

Worlds Beyond Earth (Derrick White)

Let’s GURPS (Pseudonym)

Dungeon Fantastic (Peter Dell’Orto)

One Yard Hex (Paul Stefko)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Mar 4 – Mar 10, 2016 (3/10/16)
  • Retroactive Planning in GURPS (3/10/16) – Based on some what-if moments from the Aeon S1E9 game, I think about ways to reinforce good planning mechanically. Borrowing from both the Wait maneuver and the concept of Tactics re-rolls, this foreseen contingencies mechanic allows some retroactive adjustment of the tactical situation – if you can see it coming.
  • Aeon Campaign: S1E9 – Ordering trouble in 30 minutes or less (3/08/16) – A pivotal episode, as the team recons what turns out to be a black operations warehouse, which is then attacked by another black operations group. We crash the party, go full-on tactical death-mode, and then successfully negotiate for a cease-fire. We find out some of the key players in the whole thing, including a rogue AI, but can’t quite figure out how to bring the event to a close by the time we end . . . but we have some good ideas.
  • Reloading Press: 5.45x39mm (3/07/16) – This week’s edition of the Reloading Press is a bit of a follow-on to last week’s, and it covers the small-bore variant on the Soviet side of things, the 5.45x39mm.
  • Sunday Review: GURPS After the End 1 – Wastelanders (3/06/16) – We have a new series in town, and an old one. After being held up in release limbo for an awfully long time, the post-apocalyptic GURPS After the End 1 – Wastelanders has clawed its way through broken terrain, starvation, radiation, and mutant dinosaurs to snap at our heels. This is a comprehensive review of AtE 1: I can tell that SJG is learning from prior successes.

Dice and Discourse (Joseph Mason)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 46 GURPS-Related posts from an ever-expanding list of 35 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Insidious GURPS Planning (Mr. Insidious)

The Lands of Nandêmē (Charles Saeger)

Dungeon Fantastic (Peter Dell’Orto)

Just Roll 3d6 (Colin)

  • Narrating Better Failures (3/02/16) – Tips for narrating failed dice rolls to keep the action going
  • Simplifying Gameplay with Task Difficulty Modifiers (3/01/16) – By using task difficulty modifiers, GMs can speed up play by streamlining success roll and cutting through “modifier overload.”
  • Why Play GURPS? (2/29/16) – GURPS has several advantages over other RPGs that make it one of the best systems to learn—especially if you plan on playing lots of games!

Into the Storydark (Morgrim)

Fragments of the Last War (Bryan Timms)

Let’s GURPS (Pseudonym)

Sharrukin’s Palace (Jon F. Zeigler)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Feb 26 – Mar 3, 2016 (3/03/16)
  • GURPS DF Adventure: Beneath Castle Everglory (3/03/16) – Beneath Castle Everglory is an adventure for 5 or more 250 point PCs built according to the templates in GURPS Dungeon Fantasy. It’s available as a free PDF or on a wiki page. Check it out!
  • Combat plans courtesy of Action 2 (3/03/16) – Using the GURPS Action 2 action movie plot framework to evaluate the capabilities and weaknesses of a hero is surprisingly useful . . . and fast. The post uses The Commander, a 1,200-point super from the Aeon campaign as an example.
  • Aeon Campaign: S1E8 – Demon Wasps and Conversations with Relatives (3/01/16) – In the 8th episode of the Aeon GURPS supers campaign, the team goes for coffee at a converted church, accidentally allows a demon to enter, chats with a seer, and fights demons and demon wasps. Yukio the Dog of NIMH barely survives. Then we talk to relatives, who may well be more interesting than the team itself.
  • Reloading Press: 7.62x39mm (2/29/16) – This week’s edition of the Reloading Press comes a day late and a round short, but that round is the nearly ubiquitous 7.62x39mm M43 projectile carried and fired by probably billions worldwide.

Orbital Vagaries (Christian Blouin)

Game Geekery (Warren “Mook” Wilson)

  • The Bunnies’ Tale (PC Rabbits) (3/02/16) – A new Quick-Play Adventure is in the works, this one “The Bunnies’ Tale,” inspired by stories such as Watership Down and games like Bunnies and Burrows. It isn’t quite finished, but you can peek at the progress so far!

Worlds Beyond Earth (Derrick White)

Code by Clockwork (Jeff Demers)

Further Up the Spire (Archon Shiva)

Southern Style GURPS (Chris Bower)

Shooting Dice (Hans-Christian Vortisch)

Mailanka’s Musings (Daniel Dover)

The Red Mouser (Gotha)

Armin’s GCA 5 Blog (Armin Sykes)

The Collaborative Gamer (Joseph Linden)

Hard Maths (CTA)

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 55 GURPS-Related posts from 31 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Dark Paths and Wandered Roads (Jason Woollard)

  • Sundered Lands 2 (2/25/16) – The newly reunited Guardians recover from a battle with demons, speak with the dead, catch a ride on ship with some old friends and nearly lose one of their own to a deadly demon disease! The Lopan Aftermath – the newest adventures in the Sundered Lands of Palladium, our GURPS Palladium Fantasy campaign.

Worlds Beyond Earth (Derrick White)

Insidious GURPS Planning (Mr. Insidious)

  • Getting Past Doors: Modern Options (2/19/16) – I take a more modern look at getting past locks and doors. And I show off a picture of that one time I reprogrammed an electronic road sign.

The Lands of Nandêmē (Charles Saeger)

World of Lycretia (Jeromy French)

Southern Style GURPS (Chris Bower)

Ravens N’ Pennies (Christopher R. Rice)

Game in the Brain (Justin Aquino)

Celti’s Chatter (Patrick Burroughs)

  • On Blindness (2/23/16) – In which, the author rejects munchkinism with disadvantages and suggests a limit.
  • On Improvisation (2/22/16) – In which, the author GMs by the seat of his pants.

RogerBW’s Blog (Roger Bell-West)

Further Up the Spire (Archon Shiva)

  • Year One Summary (2/23/16) – For my campaign’s one-year anniversary, I compiled a list of all the factions and forces the PCs have interacted with.

Sharrukin’s Palace (Jon F. Zeigler)

Shooting Dice (Hans-Christian Vortisch)

5 Stone Games (5 Stone Games)

Northport (Denis McCarthy)

Game Geekery (Warren “Mook” Wilson)

Dungeon Fantastic (Peter Dell’Orto)

Mailanka’s Musings (Daniel Dover)

Let’s GURPS (Pseudonym)

The Collaborative Gamer (Joseph Linden)

Dice and Discourse (Joseph Mason)

Armin’s GCA 5 Blog (Armin Sykes)

Gaming Ballistic (Douglas Cole)

  • GURPS Day Summary Feb 19 – Feb 25, 2016 (2/25/16)
  • Guns, Guns Sport, and Task Difficulty Modifiers (2/25/16) – Based on a SJG Forum thread, I take a somewhat-heretical look at combat and sporting usage of firearms, and try and provide an alternate, unified framework for the Guns skills and their use.
  • Adventure Planning and Execution (2/25/16) – I learned a few things about running adventures over the last few weeks, and thanks to the review of Action 2, I had a ready structure to articulate what I might do when I run my own games in the future.
  • Aeon Campaign: S1E7 – Makin’ Dividends in the Worst Way Possible (2/23/16) – The team goes to intercept a woman who is set for assassination based on the information on the card. We arrive to foil the worst gang execution ever, but discover that our intended victim is a super-powerful precog, and the last and ‘most valuable’ of at least 20 targets. We find a book of pictoral prophecy that doesn’t bode well for any of us . . .
  • Reloading Press: 6.5 Grendel (2/22/16) – Today we hit the 6.5 Grendel. It has one job, which is to reach out to 800 yards or more from an AR15 platform . . . and it does that job admirably.
  • Sunday Review: GURPS Action 2: Exploits (2/21/16) – GURPS Action 2 is under-appreciated, and this review points out why. It contains simplifications that take slog out of the game. It also represents a distilled list adventuring tasks packaged for easy consumption. Use of Find (Skill) in the PDF makes for a fantastic reference guide. A must have.

Thursday is GURPSDay, and below you can find the blog activity from the last seven days.

Over the last week, there have been about 50 GURPS-Related posts from 28 or so blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific! The list is randomized, so different bloggers will be highlighted at the top of the post each week.

As always, if you’re interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line.


Sharrukin’s Palace (Jon F. Zeigler)

The Lands of Nandêmē (Charles Saeger)

Gaming Ballistic (Douglas Cole)

Worlds Beyond Earth (Derrick White)

Fragments of the Last War (Bryan Timms)

Northport (Denis McCarthy)

Let’s GURPS (Pseudonym)

Ravens N’ Pennies (Christopher R. Rice)

The Collaborative Gamer (Joseph Linden)

Game Geekery (Warren “Mook” Wilson)

  • Locus: A Needle in Infinite Haystacks (2/17/16) – A bit more fleshing out of the multi-dimensional Locus setting, from a one-shot convention game I GMed last weekend. Analysis of the adventure fills in some additional details about the city.

Further Up the Spire (Archon Shiva)

RPG Jutsu (Merlin Avery)

Southern Style GURPS (Chris Bower)

5 Stone Games (5 Stone Games)

Dark Paths and Wandered Roads (Jason Woollard)

  • Grand Duchy 76 (2/18/16) – The Grey Company completes another leg of their journey only to begin a new one. At the end of the mountain trail, they pass a blocked gate and enter a quiet, unsettling valley. An undead horde tries to eat Iris and I share a souped up version of Turn Undead. The next installment of our GURPS Mystara campaign.

Mailanka’s Musings (Daniel Dover)

Dungeon Fantastic (Peter Dell’Orto)

One Yard Hex (Paul Stefko)

Armin’s GCA 5 Blog (Armin Sykes)

Insidious GURPS Planning (Mr. Insidious)

Shooting Dice (Hans-Christian Vortisch)

World of Lycretia (Jeromy French)