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Technical Longsword: GURPS gets it right

I seem to be riffing off of +Peter V. Dell’Orto a lot, but in this case we both got forwarded the same neat clip at the same time. Peter made a lot of good points in his post. What I’m going to do is break down the iconic exchange in this video in roughly one-second intervals. And…

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You got your Technical Grappling in my Dungeon Fantasy

+Peter V. Dell’Orto gives a play report on how, despite what you might think, GURPS Martial Arts: Technical Grappling makes Dungeon Fantasy more awesome, rather than less. In fairness, he and I developed a huge treatment of this subject on our own, so it’s not “out of the box” ready to go, but it wasn’t that…

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In defense of the cinematic (Damage and Quick-Shooting Bows)

I do a lot of posting about “realistic” stuff, and increasing the verisimilitude and simulationism achievable – hopefully at minimal cost – for GURPS. An example – instead of being able to accelerate from a standing stop to full Move in one turn, if you halve your acceleration (so on turn one, Joe average can…