Issue #3 of the GURPS fanzine The Path of Cunning is out. It contains some notes I wrote on Cold Shard Mountains. Part of it expands on how it runs contrary to the premise of the Dungeon Fantasy line, and some of it gets into the sources of some of the ideas I used as the basis of parts of the setting, including this:
(This is the kind of thing I'd have sent into Pyramid back in the day, but that's not an option now, so here we are.) The GURPS Action series is the gift that keeps on giving for a lot of modern-and-later gaming. GURPS Action 2: Exploits has rules for sneaking around, running away, and all kinds of other activities which can be easily transplanted to cyberpunk and other high-tech settings. GURPS Action 6: Tricked-Out Rides provides more of the same for its topic, giving an easy framework for describing and even designing common types of vehicles without all the math and paralysis-by-analysis of GURPS Vehicles. Pick a standardized vehicle type (van, compact car, etc.) and apply modifiers (rugged, tinted windows). But, of course, it’s limited. It’s just ten pages, after all, so it’s great for common passenger vehicles for the modern(ish) era. But higher-tech vehic...

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