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Showing posts from September, 2014

Whither Writing for GURPS?

To expand a bit on my comments here on how it's difficult to write new rules for GURPS: It's not hard to add entirely novel rules to GURPS. The problem, in my own writing and gaming, is finding a need to add entirely novel rules. Mechanically, it's not necessarily hard to write new rules. GURPS is heavy on "find the appropriate trait, modify for circumstances, and roll that number or lower on 3d6." And there's always room for special cases. For example, Tactical Shooting and Technical Grappling add a wealth of gritty detail to shooting things and grabbing people, if you're into that kind of thing, and even with the basic magic system, basic psi, a magic-as-advantages approach, RPM, and variants to be found in Thaumatology , there's always room for new approaches to extra-normal abilities. No, what I'm talking about is finding topics on which new, general rules can be written where none existed before, or broadly applicable rules for notab

Hints and Rumors

My sometime coauthor, the lovely and talented Peter Dell'Orto , has recently dropped some hints about his in-progress GURPS book. That is, from a certain point of view, nice of him, and I thought I might do the same. On the other hand, I don't want to get ahead of The GURPS Machine in providing information about upcoming books, so I thought I'd tell some extravagant lies and possibly insert something which might be true. So: A hardcover edition seems unlikely, but we're talking about a 3d printed version. The most recent GURPS news has indicated that there are books in progress for the Powers, Dungeon Fantasy, and Transhuman Space series. Mine is, in fact, for all three: GURPS Dungeon Fantasy: Transhuman Space Powers . It covers a range of implants, bioshells, and other content from the Transhuman Space series in DF format. It's got the correct modifier for "shooting a man in Reno, just to watch him die." Working titles for my book include GURPS Ult