As sometimes happens, a comment is too good to pass up and reply to in the comments section. Kallatari, who I believe knows of what he speaks, wrote in. His comments are in quote-blocks, and my responses or notes follow.

First, just wanted to say that what you’ve described is pretty much exactly how I’ve been gaming suppression fire in my games. The one exception is that I only did one attack to someone who entered the cone of fire, and not once per hex. I’ll be implementing that immediately.

That was a bit to keep things moving, keep the math to a minimum, and make each hex scary enough that it features as a deterrent in the player’s mind, since most times they’re not nearly as risk averse with their little paper men as they should be. Another way to go would simply be to figure out the transgressor’s “bullet exposure” and base RoF on that. But I really do like the per-hex method, because scary.

One thing I’ve wondered about, but never worried too much because it’s never really come up in my game, is what happens when the RoF divided by width gives an effective RoF that’s less than 1. It’s unlikely to occur when the target zone is centered on opponents at range. But, in a hypothetical situation, what if he made his cone 3 hexes wide 1 hex away (really desperate against that horde of zombies that just closed into melee range)? He’s basically covering a 180-degree cone, and the bullets that don’t hit would likely keep travelling quite a bit further away. So at 10 hexes away in this situation, the RoF is effectively a small fraction. Do we apply penalties to the effective skill of 6 (at which point, may as well declare an automatic miss). But what about the fright checks? I’ve now suppressed a 180-degree angle. Should there be a bonus based on the fraction (RoF of 1/2 = +2, RoF of 1/5 = +5?).

This seems as a good a judgement as any, and the two or three bullets per hex which norms to zero isn’t bad. I think that the usual cut-off for suppression fire is RoF 5 per hex, and since that gets a +1 for RoF in the usual rules and my alternate, using a lower RoF and having the shots be vs the minimum 5 or less wouldn’t be horrible. On the other hand . . .

Additionally, I’ve been starting to question why suppression fire is treated differently than any normal gunshots.

There is this. Technically, with the rules in Tactical Shooting how any near miss can induce a fright check, they’re not. At least for fear.

If I pick a single target and fire at his hex with Suppression Fire, I attack him with a maximum effective skill of (6 + 3 =) 9, even if my skill, say, 25. Even if I miss, he needs to make a Fright Check roll to not take cover. Finally, if any bullets miss, then I get to roll to hit anyone else who enters into the line of fire until my next turn.

On the other hand, if I pick that same target and fire 15 rounds directly at him then I get to attack with my skill of 25 + 3 = 28 (minus range penalty, etc.), which means a better chance to hit. But if I miss, he doesn’t have to make any Fright Check or bother to take cover. And if any bullets miss, I don’t get to attack anyone else who crosses the line of fire before my next turn.

I think there’s a case to be made for a few things here

(a) It’s important to hit the fear check for any missed shots. You might even say that the fear-check zone extends RoF bonus more hexes to the left and right of the area being fired into

(b) ANY use of RoF 5 or more creates a suppression line. For a direct-fire attack, that line is only one yard wide – a line, actually – but you get attacked as stray fire if you’re in the line when the bullets are fired, or with suppression fire if you cross that line later.

These are basically almost two identical scenarios with widely different game effects. I’ve therefore been contemplating – but haven’t yet implement – a rule where anyone in the line of fire of any gun shot (or laser beams, or lightning bolt spells, etc.) has to make a fright roll to not take cover, and that, if a bullet hasn’t hit a specified target, than there’s a “live fire” line of attack that anyone who crosses becomes a potential target. To me, All-Out Attack (Suppression Fire) just allows you to divide your shots over a wider area, reducing your chances of hitting in exchange for possibly affecting more people with fright checks.

Or what he just said. Yeah, this is fair if you can remember it . . .

My one hesitation is that it would possibly slow combat down in order to track all the lines/arcs of fire. But since I use MapTools for my combat, I don’t think it would be that complicated.

. . . and VTTs make it really easy. In fact, in Roll20 in the game described, that’s exactly what we did. Drew the cone of fire. We still had one guy run across it, but that was OK. It also makes the Teamwork or Standard Operating Procedure perks that much more useful, as I think one or both lets you cross suppression fire zones of your own team with relative impunity.

Last night in the Ceteri game, my character had the opportunity to unload an RoF 15 weapon in a narrow cone with something like five or six targets in it. It was a good chance to use the rules for suppression fire, which basically give you a 6+RoF bonus chance to hit there.

We use some generally agreed-upon rules – a combination of “this is the way we think the rules are actually meant to be applied,” common sense, and a slight tweak on the RoF bonus table.

The RoF Tweak

It’s not much. Look up the number of bullets fired on the Size and Speed/Range table, and read out the size modifier. Divide it by two, but round UP. Yes, up. That’s not the usual, but it works. Continue reading “Action Report: Suppression Fire in GURPS”

The New Season Beings

We had another time skip, though this was a brief one: 10 month. Almost a year. Mostly things that changed were personal. We’re “growing up and moving out,” by and large moved out of Myriam’s house, but still spending lots of time there. Gabe has taken up residence in an apartment on top of his martial arts studio. He’s still Average wealth; whatever money comes in goes right out to charity and helping the folks that need help from the supernatural.

Plus gear. And trying like hell to get rid of the white-hilted, blood-drinking sword. Yikes.

Dramatis Personae

Kamali Blackshear (18): Kamali is a young boy in his early teens. He is healthy and is of mixed ethnicity of Caucasian South African and native South African. He is a determined youth who believes in a justice of his own, likening himself to the knight of the round whom he has read deeply into. Just as they stood against the darkness of their age so too does Kamali seek to do the same. For his sister, for his friends, and for the world.

Tag: “A knight without a sword carrying a faith nobody believes.”

Lorenzo DeModouco (18): A handsome and charismatic musician. The loss of his parents didn’t dampen his spirits and he soldiered on after their death. He’s the cheery one always trying to make others happy and sometimes spontaneously breaks into song. Perceptive of others and their feelings, Lorenzo is the one who knows what people are thinking by the looks on their face. He’s also a boy scout and is quite comfortable in the wild.

TAG: “He’s a Jukebox Hero. He’s got stars in his eyes. A Jukebox Hero – he’ll make sure you survive.”

Amos M. Humiston (19) – This boy is far from where he started out at the orphanage. His comfortable existence already gone and instead has gotten used to his new life. Not like his brothers, his talents lay more in mental pursuits and has already started towards getting a double Masters degree at a local college aiming for his goal of becoming a research librarian. Following in his family’s footsteps almost unknowingly, he exhibits certain talents towards more occult pursuits such as druidism and alchemy, mixing up herbal supplements and elixers for the team. And while he’s still somewhat still slipping along behind the group, he has become a lot more outgoing with the rest of the Orphans and have started making friends with folks outside his adopted brothers. Always showing concern for them and trying to make sure they know everything that they need to when it comes to the dangers they face.

Tag: “True alchemists do not change lead into gold; they change the world into words.”

Gabriel MacAlister (18) – Built like the natural athlete he is, he has grown taller, stronger, and more solidly good-looking. A quiet and hard-working lad, always ready to lend a hand with any work, which he will do without complaint or obligating the other person to respond. He is an expert martial arts teacher, and has been following in the footsteps of a carpenter for some time now. Emphatically not a pushover or weak personality, but also not one to purposefully show off. Has been in many horrible places and seen many horrible things; he’s a bit of a compulsive planner as a result, as well as always feeling that most folks don’t really know how lucky they are. He lost a leg fighting zombies; he got an artificial replacement and kept on fighting the good fight.

Tag: “To serve others is the highest calling; to protect the meek the noblest endeavor, and our works are judged by the effort that went into them”

Timothy I Mitchell (19): Timothy possess an honest if forgettable face. He tends towards comfortable, though inexpensive clothing and durable running shoes, rounding off his typical attire is a deep pocketed jacket and a backpack slung over one shoulder. Timothy appears to be a poster-boy for bad kids, often finding himself in trouble with any and all forms of authority. A victim of neglect, driven to never become a victim again he often acts seemingly on impulse, taking any dare or challenge in his stride. Timothy doesn’t have friends, not in any real sense. Too few of the people who enter his orbit can deal with him in anything more than bite sized pieces, a fact which only further frustrates the young teenager.

Tag: “Darkness is within all of us, it’s how you use that darkness that matters”

Sword Research

 

We’re at a shop on May 1, at about 5am. We’ve all met there because we’re trying to identify what sword it is that I actually have. after some money, research, etc. our contact has come up with something. We meet an antique shop called Things of the Past; even the outer store is antique. In the basement, there’s a “weird stuff” section that sells spellbooks, arcane paraphenelia, and other not-normal things.

Timothy looks about, and sees many obvious cameras and several hidden ones. He keeps his head deep in his hoodie. Amos is sort of in charge here, as the guy with ridiculous skills in this department. “Come in, boys, come in,” says Roger Friendly (yes, really), and we do. We head into the basement, and is all we smell is ridiculously good, rich coffee.

As wee move through the basement, we see photos of Gabe’s sword and post-it notes. Kamali sees some rare occult books, and is directed to the restricted section: “Don’t go in there alone. I wouldn’t.” And that’s from the proprietor. There are symbols on the floor and ceiling: probably wards.

Kamali, Timothy, and Lorenzo heave open the bar to the door, and are immediately greeted by the slowly turning head of . . . naturally a cursed doll. They engage it in conversation, and Mr Friendly says “please do not disturb the cursed objects. Please don’t go in there. Someone’s going to get possessed and I don’t have a shop-vac filter big enough for all that pea soup.”

“Have you tried sawdust instead?”

“Not helping.”

The ancient doll keeps its eyes on Kamali. We decide that the doll is racist, and move on.

Back to the table; there’s a perfect illustration of the red hilted sword. The language is Scots Gaelic; it’s more or less gibberish to me because it’s not been translated properly. It may even be middle english. He slide it over to Amos; he decides it’s old Irish, and he recognizes it because it’s in the exact same language that the old book that we picked up from the biker gang is written in.

There’s a verse, it’s not exactly rhyming, but not exactly not, either.

Three for the Kings and Queens of Summer,
Three for the Kings and Queens of Winter,
And three for the High King’s life to preserve,
The first with a blade of black and a hilt of snowy-white,
Only for a worthy man will it burn bright,
{The next two couplets are unreadable]
The fourth with a blade of starry night and a hilt of black,
Only by the clever will it protect from any attack,
The fifth with a blade of iron and a hilt of red,
Only by the loveless will the thirsty blade leave blood unshed,
[There are four more lines, but they’re smudged]
[the sixth line contains the phrase “blade of glass”
[“once dead” on the seventh line]

We’re not sure which of the swords mine is in terms of summer, winter, or high king . . . but he says that the legend is that Weyland the smith was ordered to create nine blades to help protect their own. They were some of his finest works, but something happened. Not all of the blades were true in spirit, even if they were magnificent in nature. There is a curse: whomever claims the blade is sealed to it until death. Continue reading “Ceteri Campaign – S1E1: Vampires and Vengeance”

Thursday is GURPSDay and September is upon us.

Welcome to the second year of GURPSDay, and here’s the pull for this week.

We’re currently drawing content from 89 blogs. Only 11 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

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. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay Summary Sep 8 – Sep 14, 2017”

Thursday is GURPSDay and September is upon us.

Welcome to the second year of GURPSDay, and here’s the pull for this week.

We’re currently drawing content from 89 blogs. Only 11 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

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. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay Summary Sep 1 – Sep 7, 2017”

And today, a guest post on Ritual Path Magic by forumite and Discordian Kalzazz. RPM is not my forte, so I’m happy to host articles by folks for whom it’s their bread and butter. -dhc

My first real serious joyful introduction to the concept of RPGs and what made me a huge fan was the old SEGA Genesis game Shining Force.   And one thing in Shining Force I loved was Tao the Mage and hitting enemies with fire spells for horrible death.

RPM was a giant step for GURPS, in that its ‘build your own spells’ system allowed not only all that secret magic for urban fantasy and monster hunters stuff, it also allowed good old fashioned fireball slingers with Charms as Memorized spells!

Here I discuss how a simple boring fireball, of the classic ‘erupts into being’ sort that I associate with fireballs can actually be a rather multipurpose tool.   This will help show the flexibility of RPM, and that a single ritual can be a starting point rather than a straightjacket.

RPM allows you to do such nifty things as cooking your enemies with fire!  First, on pg 17 of RPM we see that in order to do an Indirect damage spell at range (like the classic fireball that simply erupts into being, as opposed to one thrown like a fiery baseball) we add a Range for where the spell will be created, and roll Innate Attack to hit.  Notably this spell also goes off when we create it, not requiring a round to throw!

So what is a fireball?

Pg. 19 of RPM we see ‘Specific Definition’, it notes that a ritual must be specifically defined for Ritual Mastery perks and for Grimoires.   A mage may or may not invest in ritual mastery perks, but it might not be a bad idea.  Grimoires are love though, so trying to buy a grimoire for your favorite spells is a great thing!

  1. Specific Spell Effects – For ‘Classic Fireball’ we want Greater Create Energy.
  2. What those effects do – A fireball erupts into being and cooks people with painful hurtings.
  3. Modifiers pt 1 – Very important it says these can be changed ‘On the Fly!’, don’t list specific values.   For our Fireball we want ‘Area Effect’.
  4. Modifiers pt 2 and their specific effect – We don’t need the numbers, but we need what they are.   For our Fireball we want ‘External Burning’ damage.
  5. It notes we don’t need to worry about Range here.   

So there we have it, ‘Classic Fireball’, a Fireball erupts into being and cooks people with painful hurtings (External Burning).

Maybe a bit of improvement would help to get an even better spell.   For instance, ‘Classic Smart Fireball’, which has Bestows a Bonus, Narrow, To Hit with Me, as well as ‘Area Effect, with Exclusions’.   This is ‘A fireball that erupts into being (hopefully where intended) and cooks people with painful hurtings (but not the people you don’t want cooked!)’.  It adds a Lesser Control Magic effect to accomplish ‘helps hit where its supposed to’.

Classic Smart Fireball

Greater Create Energy, Lesser Control Magic.  A fireball erupts into being to cook people with painful hurtings, helped by the magic to hit the correct people where desired!  (Area Effect with Exclusions,  Burning External Damage,  Bestows a Bonus, Narrow, ‘To Hit with Me’)

We are going to want to use this as a charm, so another Lesser Control Magic will be involved.

Before actually writing down rituals, we need to get an idea of the Mage who is going to be casting so we know the numbers to play with.

Let us assume then our Mage has Magery 6,  skill 18 in Path of Magic and Path of Energy, and has Ritual Mastery (Classic Smart Fireball), and a +4 grimoire of the same (relatively affordable!), and a +1 Charm Lab (not so affordable, but we are hopeful), and Higher Purpose Pyromania (I mean, Pyromancy!).   So we consider our Effective skill since this spell uses two Paths to be the lower of the two, but in this case they are the same (this is usually the case, you want your Path of Magic to be high enough you don’t turf spells using them as charms), so 18, +2 for Ritual Mastery, +4 for Grimoire, +1 for Charm Lab, and +1 for Higher Purpose = 26.   

How much energy do we have to play with then?   Well, 18 from our Magery 6 (3 per), and we look at the Quick and Dirty Charms Rules on pg 26.   So 125 energy = Safe Threshhold.   So 143 energy to play with without exceeding our safe threshhold.

Here is our most basic elemental form of this spell!

Classic Smart Fireball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 3d (0) + Range, 2 yds (0) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 2 yards (0). 51 energy (17×3).

Created using this extremely awesome tool by Nick Coffin

(Note, I’m not sure the number it came up with for the Area Effect there is correct!  But, whatever, what the tool says is what I am using!)

Add some more damage and stuff and see what we get?

Classic Smart Fireball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 13d-1 (13) + Range, 30 yds (7) + Bestows A Bonus, +4 to To hit with me (8) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

That is a nice spell!

But this blog post is ‘The Many Faces of Fireball’.   Say instead you want to hit someone farther off?  We can lower damage and raise range!

Classic Smart Fireball, Sniper’s

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Sniper’s – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Sniper’s – This one trades damage for better range and accuracy!

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 4d+2 (2) + Range, 100 yds (10) + Bestows A Bonus, +5 to To hit with me (16) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

Or a closer ranged harder hitting one?  

Classic Smart Fireball, Intense

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Intense – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Intense – This one focuses on intensity of the flames sacrificing range and accuracy

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 21d (24) + Range, 7 yds (3) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

How about one with greater area of effect to hit more targets?

Classic Smart Fireball, Widefire

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Widefire – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Widefire – This one spreads weaker flames over a farther area, trading accuracy and intensity. It also increases exclusions as you may have more people you don’t want to hit!

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 10d-1 (9) + Range, 30 yds (7) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 20 yards, excluding up to 4 subjects (14). 141 energy (47×3).

It wouldn’t be right to avoid mentioning grappling!  Here is one intended to help squishy mages avoid being grappled!

Classic Smart Fireball, No Touch Me

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, No Touch Me – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

No Touch Me – This ones range is less than its area effect, intended as a resort for mages in danger of being overrun! The wise caster will choose themselves as one of the exclusions.

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 18d (20) + Range, 2 yds (0) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 10 yards, excluding up to 4 subjects (10). 141 energy (47×3).

There are 5 different versions of the same ritual, cast at the same level of energy, all doing the same thing.   But doing it in 5 different ways, so that they can each play a similar but different role on the battlefield.

Hopefully this illustrates that creating a spell for RPM need not be one and done, instead, by moving the numbers around you find new uses for the same ritual, and get more bang for your buck out of the same grimoire and Ritual Master purchase!   It also greatly helps out designing your spell loadout, as this way you can have several Classic Smart Fireballs listed.

I have used this method in play with several characters and it has seemed to work well . . . . until you run into enemies who are fireproof at least.   Which leads us to our next Face of Fireball.

Using the same Classic Smart Fireball we can make a Classic Smart Forceball by just changing ‘Burning’ to ‘Crushing’ and changing the text to say ‘A forceball erupts into being, smashing those intended with painful hurtings (the bestows a bonus and exclusions help avoid smashing those not intended and actually hitting the intended)’

Unlike all the versions of Classic Smart Fireball, the Classic Smart Forceball IS a different ritual!  It is using force (or kinetic energy or whatnot!) to smash people, not fire to cook people, but, the actual writeup is identical.   Lets assume our example mage still has 18 in skills and 6 magery and a +1 charm lab. So the mage buys a Grimoire of Classic Smart Forceball at +3 (doesn’t want to spend as much on a secondary spell) and has no Ritual Mastery and no Higher Purpose, so, are looking at a 22.   Safe Threshhold is 85, so our spells energy is 103.

Classic Smart Forceball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Crushing + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Forceball – A forceball erupts into being, smashing those intended with painful hurtings (the bestows a bonus and exclusions help avoid smashing those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Crushing 9d (8) + Range, 20 yds (6) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 102 energy (34×3).

This way you do not have to reinvent the wheel, just tweak an existing spell and off you go!

I have been using RPM since it came out in MH1, and the ‘make one spell, and then fiddle with it for several variations’ is one of my favorite tricks, so I hope this was of use.   Thank you very much to Doug for agreeing to host this!

Thursday is GURPSDay and we’re post-Con, but pre- exciting news about confirmations that the DFRPG is nearly in the USA, and confirmed that it’s on schedule for going out in October. Continue to see good reviews come in for the game, too. Can you believe it’s nearly September?

Welcome to the second year of GURPSDay, and here’s the pull for this week.

We’re currently drawing content from 89 blogs. Only 11 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

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. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay Summary Aug 25 – Aug 31, 2017”

 

I was invited by Jasyn Jones and John McGlynn to join them on their Geek Gab podcast to talk about Dungeon Grappling, after I posted my GenCon reports about the playtest.

Well, yeah, we covered grappling. But we also covered GURPS, the DFRPG, game design principles, and many other things, including HEMA and how useful first-hand research can be if you can do it. Roland Warzecha’s Dimicator videos got honorable mention. We talked a lot of 5e, some Pathfinder, a bit of Fate, and WEG’s d6 and GUMSHOE got a nod. I talked quite a bit about Dragon Heresy.

I had a great time, and we spoke for about 75 minutes. I talk kinda fast, but I don’t think I was incoherent, so yay.

Anyway: enjoy!

Thursday is GURPSDay – but GenCon 50 messed up my schedule, so while this week covers the usual dates (Aug 18 through Aug 24), you will see some repeated posts from last time, which went through the 21st. That’s OK. There’s been a lot of post-GenCon content; that many gamers in one spot fired folks up.

Welcome to the second year of GURPSDay, and here’s the pull for this week.

We’re currently drawing content from 89 blogs. Only 11 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

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. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay Summary Aug 18 – Aug 24, 2017”

Thursday is GURPSDay – but GenCon 50 messed up my schedule, so I will post as much as I can since Aug 11!

Welcome to the second year of GURPSDay, and here’s the pull for this week.

We’re currently drawing content from 89 blogs. Only 11 more to go until we’re pulling from 100! But we’ll need your help.

How? Two action items: post more, recruit more. It’s really that simple. More posters is more posts, and more interest in GURPS.

Below you can find the blog activity for the last week. There’s a whole lotta awesome GURPS going on. Read all the posts.

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. Take special note of the RSS Settings Fix if you’re on WordPress.
Continue reading “GURPSDay Summary Aug 11 – Aug 21, 2017”