Thursday is GURPSDay! And Turkey Day (hereafter called Sweet Potato with brown sugar and roasted marshmallows day, so as to focus on what’s important) for those in the United States. So may your tryptophan comas be pleasant! There’s big news floating around the GURPS-o-Sphere today, as the latest Dungeon Fantasy Roleplaying Game Kickstarter Update 102 contained a preview of three monsters for a notional Dungeon Fantasy RPG Bestiary . . . and a reprint of the boxed set! While details of the project are being held close as usual, Phil Reed and Sean Punch have been active and firm on several points: The book’s scope will be tightly defined. The art is driving the monster inclusions. The boxed set reprint is linked to the Bestiary. The funding goal will (say it like in 300) not be small, not likely be progressive, and the scope of the project will be controlled and defined. Less certain but seemingly also in there was that adding more tokens to a game book is not in the plan.

The GURPS North America Facebook Group has a very active thread on this topic, and there are 77 comments on the kickstarter link itself, plus the “Future of the DFRPG” thread on the forums.

GURPSDay is in its fifth year – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.

The Dungeon Fantasy RPG, Powered by GURPSIf you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

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 Nov 16, 2018 – Nov 22, 2018”

International Availability for Hall of Judgment

Steve Jackson Games just made an amazing announcement. They’re considering a Dungeon Fantasy RPG Bestiary, and hinting that they may also reprint the Dungeon Fantasy RPG boxed set. In the highly-active comments section, a commenter noted that they wanted to buy a copy of Hall of Judgment, but shipping to the UK was nearly $25, doubling the cost of the book. International shipping of Hall of Judgment is always problematic from the USA.

Also, SJG obviously doesn’t control that. I do – it’s my book and my product line. Anyway, two key things for international customers:

  • There are still 8 copies of HoJ left in the United Kingdom, which can be shipped to the UK for about $6, the EU for $9, and “rest of world” for about $12; those were the Kickstarter prices and I don’t think Royal Mail has changed their prices lately.
  • Once those are gone, I’ve arranged to have the same printer, CPI, do print-on-demand softcovers for me. The quality of paper will be very nearly as good as the original batch (130gsm/86# paper instead of 140gsm/93#).

This is very exciting. The cost per book is competitive with DriveThruRPG. The paper quality is much better. And dealing with the same printer that did my original version means the handling of files is the same; no “surprise” changes due to tweaks in the export.

So: continuity of availability for Hall of Judgment for “not the USA” customers is assured.

What about the USA?

This is, obviously, easier.

SJGames probably has a few dozen copies at Warehouse 23. I’ve got maybe 60 here at home. After that, things will get more complicated, but I’m looking into options. POD runs into the same issues: finding POD companies with heavy paper stock is trickier than I’d like (willing to take suggestions, though!). Offset print here in the USA runs into minimum order quantities; I’d probably have to Kickstart or offer a new HoJ print run as a stretch goal to one of my upcoming projects (that has real advantages in the world of ‘and the Dungeon Fantasy RPG boxed set is reprinting and heading to retail shelves again’).

I’m looking into options, but I’m also in far less danger of running out just yet. Stay tuned.

The control point based rules in my various grappling supplements are good. But they can be adjusted to taste in various ways to increase the fun in grappling at your table.

TG: The History

GURPS Martial Arts: Technical Grappling evolved in the writing and testing, as all books do. Originally, DX penalties and ST penalties alternated with each increment in control points. First you’d lose a point in DX, then ST, then DX, then ST, etc. That was too complicated to track; the goal was “make each CP valuable” but this wasn’t the way.

Eventually, we decided that for two ST 10 foes (because you need to normalize DX penalties based on fraction of ST, blah blah) that every 2 CP was -1 DX and -1 ST. Because the more you’re grappled, the harder it is to apply your full ST effectively. The ST reductions were really important to the progression, and normalizing it (it took 4 CP to do -1 DX to a ST 20 creature) was also an important balancing act.

However . . . re-figuring ST on a point-by-point basis was cumbersome at best.

D&D and Dungeon Grappling

Making a super-simple application of the core control points principle for application in Swords and Wizardry, Peter Dell’Orto and I came up with the idea of control thresholds, based on ST. Each threshold had some impact on hit rolls, damage rolls, etc. But the advantage here was you only had to track breakpoints. This was lower book-keeping, each CP had value in your ability to spend them, and sped up play.

Applying this to D&D5e, the Pathfinder RPG, and fleshing it out and improving it for Swords and Wizardry was the point of Dungeon Grappling. I was able to make a two page “DG Quick Start” which appeared in Lost Hall of Tyr. So it was clear that at the core, simplifying a “Technical/Dungeon” grappling system for 5e (and therefore Dragon Heresy) was fun, fast, playable, and with the right approach, simply better than the existing stuff out there.

Fantastic Dungeon Grappling

When I got the license to turn Lost Hall of Tyr into Hall of Judgment, I also got permission to put in the simplified grappling concepts as alternate rules. I’d learned a ton about speed of play since 2011/2012 when I wrote Technical Grappling, and re-applying all of those lessons in a simplified form for speed of play at the table was both gratifying and, ultimately, successful.

The playtesters tweaked out the system until in most cases it ran smoothly. As always, when normal ST folks fight other normal ST folks, things work out OK. For most characters, Wrestling and the like are backup skills, but for “fighty types,” they tend to be in the 14-16 range. Credible but not dominating. Solid skill levels, but basically you’re looking at front-line ST (14-17) and Wrestling at DX or DX+1. That”s 1d to about 1d+3 control points per successful attack. Against a non-fighter type, a successful hit will mostly be in the -2 to -4 to DX range, with excursions to -8 if you get a good roll vs a weaker character. Against an equal-ST foe, it will take two turns to get to “Greater than CM” level.

Even so, it’s not that hard to have that first successful grapple take you from Wrestling-14 or Wrestling-16 to anywhere from Wrestling-6 to Wrestling-12; the upper one isn’t bad. The lower is in “death spiral” territory, from one attack.

Part of the reason the penalties were set the way they were is that the adjustment of ST was nixed. No longer would one be recalculating ST (and thus damage, encumbrance, etc) on a turn-by-turn basis. In fact, even the concept of adjusting ST at all was dropped, so that the answer to “what’s my grappling damage” is always “whatever it says on your character sheet” and even if that doesn’t work out, you can always just say “it’s your thrust, +1 per die if you have Wrestling at DX+1.”

If you have Wrestling or Judo at DX+4 or better, well, you really care about grappling and will have looked it up and written it down in advance. That’s “primary skill” level, not “close-combat backup.”

So the basic thought was -1 DX per Control Point, or ‘against typical DX, which is often in the 12-16 range, once you pass your control maximum you’re immobilized.’ So the upper bound was set at -16, which would immobilize just about anyone, even some of the characters I’ve seen played with weapon skills well above 20. Halving the penalties at each lower increment seemed good, it had a -4 (the usual GURPSy grappling penalty) in the realm of 4-8 control points (a fairly typical successful grappling attack), and it played OK in the tests.

That you maxed out at “you can’t apply more CP than your Control Maximum” helped a bit, but it was usually possible to get up to that point in a turn or two, and, well: death spiral. The point of grappling is a bit of back-and-forth struggle. And I hate “I win!” buttons. In many of the tests, “I win!” wasn’t present. But it didn’t take much to tip that scale.

Don’t Get Grappled?

Some of the things that we got rid of, like adjusting ST penalties, were for bookkeeping reduction. One of the things we nixed, which is penalties or bonuses to control points or effects due to size modifier differences, was a direct nod to the epic nature of the source material. Human-sized, mighty-thewed heroes could wrestle and contend with ogres, cyclops (cyclopses? Cyclopes!), and other giant creatures because they were epic, mighty-thewed heroes.

Having King Kong grapple you and poof you’re helpless is realistic. It’s believable. And it’s boring. It’s especially boring if the only response to fighting moderately strong creatures (or gaggles of small ones) is “don’t get grappled.”

So while the results on the as-published table aren’t wrong, there are many cases where fun can be increased by tuning things a bit.

Suggested Tweaks

If the existing rules don’t work for you, try the following:

  • Your Control Maximum remains unchanged, and equal to Lifting ST
  • Alter the Control Point Effects table as follows
Control Points DX Penalty
up to 1/10 Lifting ST
 Up to 0.5 x Lifting ST -2
>0.5xLift ST to 1.0xLift ST -4
>1.0xLift ST to 1.5x Lift ST -6
>1.5xLift ST to 2.0xLift ST -8
Greater than 2xLifting ST -12
  • You cannot apply more CP than your Control Maximum unless you All-Out Attack, which doubles your allowed Control Maximum

If you choose to not All-Out Attack, your CM drops and your applied control instantly drops to your CM if it’s greater, much like if you release a grapple to parry your grapple is instantly lost or diminished.

Take-aways

  • The penalties are gentler and extend to higher applied control totals. This will allow more back-and-forth between grapplers
  • Normal folks with 1d to 1d+3 control points per hit (1-9 CP, or 4-6 CP per attack on the average) will take four to six turns, or four to six seconds, of unopposed grappling to bring someone to -12 penalty, which will take most non-experts to either “can’t roll” or “you can only succeed in an attack if you crit or AoA)
  • King Kong or a Large Dragon at ST 50 will still be hitting you with 5d+2 control damage; that’s 19-20 points, which is enough to put most folks in the -6 to -8 penalty range in one shot; that’s believable
  • Maintaining dominating control of more than your Lifting ST requires All-Out Attacking; you’re certainly not doing anything else but “controlling the other guy.” This seems a worthy trade off for totally immobilizing someone of basically equal to your ST
  • The lower penalty rates will give an opportunity to counter-grapple. That’s not always present in these contests, and it should be.

More Tweaks

  • The -6 penalty line can simply be deleted. More than your Lifting ST in applied control points, and you’re at -8 to DX. Then for each additional multiple of your Lifting ST, take an additional -4.
  • You could halve the penalties, but at the -2, -6, and -12 levels (which would be halved to -1, -3, and -6), apply a -1, -2, or -3 per die penalty to control point damage on a successful attack. That would make a lot more ebb and flow in control points, as experts will be removing some control much of the time, and truly immobilizing someone is a constant struggle. This puts fiddle back, and “no, you’re just screwed” is a legit part of some grappling holds
  • Fantastic Dungeon Grappling is designed to work without many of the more complex grappling options from GURPS Martial Arts. Instead of All-Out Attack, things like Arm Lock might be required to increase control beyond the CM, so locking a joint opens up truly large penalties.
  • Applying pain, from Martial Arts, would be another way to apply large penalties without increasing CM, so that by moving up to your Control Maximum and then applying a Pain affliction to the foe, that would compound the effects without requiring All-Out Attack. Since Arm Lock and the like default to flat grappling skills anyway, “make a successful attack to apply pain” would not even be a deviation from the rules – you just can’t buy it up with the (non-existent in the Dungeon Fantasy RPG) Technique rules.

Parting Shot

Right now, the emergent behavior from the rules as written tend to be “who grapples first grapples best,” “don’t get grappled by big, strong foes,” and “bring friends,” since you might need their help to escape from grapples. Also, grappling is as fast and decisive as getting brained by a swung sword.

You’re just as “Save or Spectate” if a ST 21 guy with a two-handed sword and weapon master hits you: Swing damage for that is 4d-1, +3 for the sword and +8 for having your primary weapon at DX+2 or more. That’s 4d+10, or 14-34 points of cutting damage. That’s a one-hit kill on a human. Strong guys with grappling or strong guys with weapons are very dangerous, period. You can’t armor yourself much vs grappling, but it’s thrust-based, not swing based. Balances out.

None of these things are wrong or bad.

However, if you want grappling to be decisive but still allow for some good back-and-forth, try some or all of the tweaks above . . . and let me know how they go.

This is going to be a bit of a meta-post, in that I’ve been trying to work around an idea about running defensive-oriented combat in RPGs ever since I published the related article Unpacking Failed Attack Rolls in GURPS.

In it, I note in the On Guard! and What’s the Point? sections that RPGs tend to prioritize attack over defense, while the practice of fighting with sharps and other potentially-lethal activity tends to bias towards setting up a defense and actively working to maintain that, and then open up an opening into which you can strike freely, with no consequence to yourself.

This is for a pretty simple reason: Attacking is fun. It’s also an outgrowth of the abstract nature of Hit Points, which can easily be reframed as something exactly like maneuvering for position, until you can land that fatal blow that reduces the target to 0 HP or fewer (this is very much a D&D-ism, but has application elsewhere).

I’m going to muse on this for a bit, and see if I can come up with a good way of making a “defense primary” mechanic that doesn’t actively suck. I will do it in GURPS first, and then see what I can do for Dragon Heresy.

I’m ultimately not sure that this will work. “Proactive defense!” sounds great in theory, and it’s a fighting style that can be observed, but we’re playing a game here, and games prioritize and emphasize action, not reaction or even positive defense. Folks “spam the Attack button” because it’s fun, and a mechanical system is going to have to go a long way to help those defenses become exciting, and emphasize the “victory” of achieving superior position on the foe.

Armor Class has DEX modifier in it; that’s a bit of ‘proactive defense.’ Hit Points have long had that mix of “defenses and active exertion” that we’re trying to capture here, and the more abstract games probably subsume a lot of what I’m talking about. GURPS has a series of maneuvers or options that somewhat enable this (Evaluate, Feint, Defensive Feint, Wait, All-Out Defense, Defensive Attack, Retreat, Defensive Bonus) that do allow one to prioritize defense. Mostly I’ve not seen these used, but they’re there. Might be something as simple as my favorite game design maxim: “Use what’s there.”

Stay tuned. I hope to think this through in a series of posts. Some of which will be inevitably “Game X already does this.”

Gaming Ballistic is a publisher of roleplaying games, and this note lets you know where you can find Gaming Ballistic on the Web.

As a company, I support the 5e-derived Dragon Heresy system, D&D5e through the Open Gaming License (OGL), and OSR products, usually with a focus on Swords & Wizardry, especially since I’m getting to know the guys and gals at Frog God better over time. Zach Glazar, for example, is basically the guy who spent an hour or two of his own time to help me get my bearings in InDesign.

I am also a huge fan of the GURPS-related variants by Steve Jackson Games, and through the product Hall of Judgment, am one of their few license-holders, and to my knowledge so far the only one for the Dungeon Fantasy RPG. Which is different from GURPS Dungeon Fantasy, itself a sub-line of the overarching GURPS portfolio.

All that said: if you can’t find me, you can’t play my games and buy my stuff. Buying my stuff lets me make nicer things for you.

Finding Gaming Ballistic

As seems to be required these days, you can find me all over the place:

Buying Stuff

To date, I have written four books through Gaming Ballistic, and one through Steve Jackson Games. They are Dragon Heresy (DH), Hall of Judgment (HoJ, for the Dungeon Fantasy RPG, Powered by GURPS), Lost Hall of Tyr (LHoT1e; for 5e and S&W), and Dungeon Grappling (DG; for 5e, S&W, and the Pathfinder RPG). I also wrote GURPS Martial Arts: Technical Grappling (TG) and published a bunch of articles in Pyramid Magazine since 2002 for Steve Jackson Games.

Where can you find these fine products?

  • Main Web Store (DH, DG, LHoT, HoJ all formats)
  • DriveThruRPG (DG, LHoT in PDF and POD)
  • Warehouse23 at Steve Jackson Games (DG in PDF; HoJ; this is the only place to buy Technical Grappling!)
  • Studio2 (Dragon Heresy in Hardcover only; these guys are distributors; DH releases there in December)

The main web store is best for me, because I get a larger cut, and that means more wherewithal to make more games.

I absolutely support direct-to-retailer purchases, with a usual discount of 50%. If you are a buyer for a retail store, you’ll need to contact me (see below!) and I’ll get your store email address entered into my Coupon Code section, and I’ll get you a coupon that will let you get a 50% discount on orders direct from me; larger orders will get free shipping.

What’s this about “LHoT1e” you might ask? I am currently revising and refining Lost Hall of Tyr to directly support the Dragon Heresy game. That means pulling in all the worldbuilding stuff I did for Hall of Judgment (which is essentially LHoT pushed up to 128 pages from 64 and then opened up as a more sandboxy campaign rather than what LHoT was designed as: a convention one-shot), and making the challenges mostly suitable for a starting party of level 1-5 adventurers . . . but don’t count on all encounters being “balanced.” Some need to be avoided or you’ll get flattened.

In any case, look for a second edition. If you already own Lost Hall 1e in PDF form, you will get the Second Edition free of charge. Comp copies will be delivered by DriveThru to those who purchased there, and by the Gaming Ballistic website for all Kickstarter backers or direct-purchase customers who have an account on my website (and if you don’t have one but do want one, email me).

Contact Gaming Ballistic

I am easily accessible via email, Discord, and the Facebook Group.

In addition, I am a frequent contributor to the RPG Breakfast Club over at the Tenkar’s Tavern discord.

I tend to answer most questions on a “right the heck now” basis. Sometimes it might take longer.

I’m also increasing my convention presence over the next few years. I was at GameHole Con in Madison in Nov 2018, and will try and make appearances at Con of the North, Convergence (both in Minneapolis), GameHole 2019, and GaryCon 2020 if I possibly can do so!

You can also sign up for the Gaming Ballistic mailing list. I try not to use it much, to prevent spam-induced unsubscription, but I try and announce upcoming Kickstarters and projects there first. And if none of that suits, here’s a contact form:

If you don’t have a Cleric in your party, specifically one with Turning, you might not need this. But if you do, or just want to make the standard 250-point Dungeon Fantasy RPG characters work a bit harder to kill undead in Hall of Judgment, consider the following.

What follows inevitably contains spoilers. Continue reading “Cooler Undead Encounters for Hall of Judgment”

Thursday is GURPSDay, and we’re back on schedule. GameHole Con was awesome, and next year I’ll go and set up a Gaming Ballistic booth. Enough about that: GURPSDay is currently pulling from 104 blogs on the roster.

GURPSDay is in its fifth year – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.

The Dungeon Fantasy RPG, Powered by GURPSIf you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

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 Nov 9, 2018 – Nov 15, 2018”

Rebuking and turning undead that still cling to a semblance of life is pretty much a fantasy RPG staple. It’s been part of Dungeons and Dragons since nearly the beginning – I believe Arneson added it as a foil to “Sir Fang,” and Gygax fiddled with it or dropped it in his games – there’s a nice history here at Hidden in Shadows by DH Boggs.

But this is an article about GURPS, specifically, the Dungeon Fantasy RPG, Powered by GURPS. It assimilates all of that old-school inspiration, plus more from rogue-like games and “stomp the bad guys!” games like Diablo III, and hones GURPS into a fairly high-power dungeon delving game. Characters start pretty optimized, begin at 250 points, and the social and in town aspects of the game are somewhere from “minimized” to “absent.”

It is ridiculous fun, and as I learned at GameHole Con 2018, is digestible by beginners if presented properly.

But about those clerics…

Turning in Dungeon Fantasy RPG

Let’s start off with as factual a description as I can bring to bear. This is important because as it turns out, I completely biffed it when it came time to run it at GameHole.

Even so: this turns it into a matter of degree rather than a binary “I win,” but some of the observations from GameHole still exist.

As a cleric with the Turning power (Adventurers, p. 21), anything “undead” and “truly evil” can be repelled by you if you Concentrate. You must win a Quick Contest of Will between yourself and each foe you might turn. This is impacted by the Rule of 16 (Exploits, p. 8). You add your Power Investiture, plus a bonus for the oomph of your holy symbol if you have one that’s +1 for blessed and +2 for High Holy. Another factor in favor of Clerical Awesomeness is that as written, Sanctity level doesn’t hinder the ability, so in an area of Low Sanctity (which is pertinent to the Hall of Judgment example), your Turning is still at full burn.

On the down side: Rule of 16 means that you’ll never roll vs higher than 16 (unless you’re very good and you foe is also very Willful), and you have to actually buy Turning, which is a 24-point opportunity cost.

It’s a 3d roll, and if your bad guys are anything but a Lich, Spectre, or Vampire (who all have Will 15 to 18, which is to say, “adventurer-class”) you’re looking at Will in the 8-10 range for our bad guys, and the distance they have to keep from Mister Cleric is going to be on the average about 6-8 yards, and that’s enough to keep the entire party more or less safe. On a good roll, say a 5 or 6, you’re looking at keeping the bad guys up to 15 yards away from you.

So What?

Part of the issue here is that Turning is pretty much designed to neutralize the impact of fodder undead, and what I’m complaining about is mostly that it does it too well. There’s also the fact that I made a few errors along the way in running it: in particular I play a lot with GURPS Powers: Divine Favor (still the best Clerical Powers system in existence). There’s a power in there called Protection from Evil which basically grants True Faith (the basis of the Turning Power), and an enhanced version gives a roll vs Will+10. So my cleric was rolling vs Will-24 to turn undead vs foes with Will-8 and Will-10.

In the end, I slapped on a -5 penalty for Low Sanctity (see above for why this is wrong), which for one of the groups made the usual roll vs Will-19; you can see, though, that for the pre-gen in question (Will-14, Power Investiture 5) that it made little net difference. Forgetting the Rule of 16 would have brought the radius in by an average of three yards.

So my errors were in magnitude but not in exists/don’t exist. Even so, I feel that the 24 points of Turning is a bit too much oomph as written. Continue reading “Turning Undead: “I win!””

GameHole Con 2018 – Con Report

Well, I survived! This was the first convention that I’d attended since my journey to GenCon 2017, as part of my first foray as being part of the con as Gaming Ballistic, LLC. I was, more importantly it turned out, also there as part of my Kickstarter rewards for backing the Dungeon Fantasy Roleplaying Game (Powered by GURPS) at the “play the game with Kromm” level.

That’s important for this journey to Madison, Wisconsin for two reasons.
1. I played through what would turn into the linear adventure Lost Hall of Tyr (for D&D5e) there for the first two times
2. I got to know the Dungeon Fantasy RPG for the first time

My mission for this Convention, then? To demonstrate and run Hall of Judgment, the first licensed adventure or supplement of any kind for the Dungeon Fantasy RPG. To talk with the SJG folks (Phil and Steve were both there) about further ideas for supporting GURPS. To get to meet in person folks like Matt Finch, Erik Tenkar, Jason Hobbs, and many others whom I’ve interacted with – and who have helped me so much – in getting my games off the launch pad. I simply could not have done what I did on Dragon Heresy and Hall of Judgment without an absolutely crucial hour or so with Zach Glazar, who pumped an incredible amount of InDesign Starter information into my head.

I also was hoping to sell a few copies of my product, which was a secondary goal but a real one.

Let’s recap. Continue reading “GameHole Con 2018 Trip Report!”

Thursday is GURPSDay, and well, that was a bit ago. I departed for GameHole Con and forgot to set up remote access, as I always forget to set up remote access. So this covers a longer period than usual.

GameHole Con was awesome, but more on that later.

GURPSDay is currently pulling from 104 blogs on the roster.

GURPSDay is in its fifth year – GURPSDay started in February 2013,  a year after I started Gaming Ballistic. Things have slowed down a bit, and I’ll be considering how to revitalize this weekly activity. I’d like to see an average of 100 posts here per week – one per blog, ish – so we’ll see what we can do to get creative juiced flowing.

The Dungeon Fantasy RPG, Powered by GURPSIf you just started a GURPS blog – and I know that some of you have – email me and get on the list! With the advent of the Dungeon Fantasy RPG, Powered by GURPS, there’s even more reason to write.

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 Nov 2, 2018 – Nov 11, 2018”