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Time Dilation – Important things happen on your turn

Yesterday during the latest Castle of Horrors GURPS session I got to experience, first-hand, the exact situation that makes some people run screaming from GURPS – or any game in which your turn is broken down into a very small segment in time. Almost certainly, +Mark Langsdorf of No School Grognard will throw up a session summary….

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More uses for Tactics in GURPS

This was a bit of off-the-cuff, but I wonder if there should be a few more uses for Tactics, or the re-rolls granted by virtue of a successful Tactics contest, in GURPS. Tactics seems like it should do more, to me, anyway. Things like: Make a Tactics roll to get the benefit of partial cover…

Zoned “mapless” combat for GURPS
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Zoned “mapless” combat for GURPS

I’m blog-stalking +Peter V. Dell’Orto these days. You should too. He’s penned a few posts on mapless combat for GURPS that got me thinking, again, of borrowing concepts from other games. In this case, the concept of Zones from Fate. Zones are a nice, abstract way of thinking about who’s where in a narrative game. You can fight…