| |

Increasing mobility while using The Last Gasp

Movement in GURPS combat is incredibly generous. Every turn, you may begin from a standing stop, travel in one second (or a part of it) up to your Move, which may be 4-7 yards, and wind up perfectly still and balanced, ready to either not move, continue your pace, turn, accelerate to attack speed, or…

| |

Contemplating GURPS Campaigns

I most often throw down some sort of tidbit or observation on rules and tinkering with them on GURPS-Day, but today, my mind is on campaigns. I’m starting to get the itch to GM one again. Not out of disappointment with the three in which I’m playing, but it’s a good way to ensure familiarity…

|

Returning to the ebb and flow of combat: All-Out Whatevers

Revisiting a theme: what about the interplay between attacks, defenses, maneuvers, and combat options? All-Out Attacks Over in the SJG Forums on June 7, a poster was wondering about All-Out Attack, and if the “you lose your defenses” thing is too harsh. Some posters pointed out that All-Out Attack was unrealistic, awful, a death sentence,…