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The Douchey DM » Entries tagged with "GURPS"

Gateway 2012 Lessons Learned

Gateway 2012 Lessons Learned

Tweet The last Strategicon convention of 2012 is now history. As I often like to do, I’m now thinking about those games — what went right and what didn’t and what can I improve for the next con. Generally Speaking I ran two games this time around, and both were in GURPS. One was a 1920s cosmic horror game (a la Call of Cthulhu) and the other was a murder mystery in a fantasy setting (I used the … Read entire article »

Filed under: Adventure Design, Advice, Featured, General Gaming

A Study in Pre-Game Collaboration

Tweet So the first session of my Google+ GURPS Fantasy game just ended. We played for about two hours, had a couple of crashing and glitches, but all-in-all it was a fun session. My preparation for this game started long ago with some world building. Most of it was big picture stuff: What’s the religion like? How does magic fit in? What are the large-scale conflicts in the world? I also wrote up a few short adventure hooks. When I wrote them, I didn’t even have players, so they were very general, and mostly they were ways I could introduce prominent people and places within the world to the party. Well, I got players, four of them, and I got characters — and everything changed. That’s not quite accurate. Everything didn’t change, but my perspective on the world … Read entire article »

Filed under: Adventure Design, General Gaming

Thoughts on World Creation: Magic Part 2

Tweet Magic Part 2 – Meta Magic Meta magic is one of my favorite aspects of a magic-rich fantasy world. Imagine naval warfare without submarines and sonar. Imagine cyberpunk without netrunners. That’s how I see fantasy without meta-magic. I’m paraphrasing and borrowing the term from Steve Jackson Games’ GURPS. In there magic system is a college of magic called “meta-spells.” These are, simply put, spells about magic. The simplest example would be a dispel magic spell — a mage equivalent of disarming a trap. But meta magic can go much deeper than that, and it should. If magic is pervasive in your setting, and the stakes are high enough, it should be routine to make sure certain magical countermeasures are in place. Let’s take a look at a hypothetical scenario: a king is hiring the party to … Read entire article »

Filed under: Advice, Alternate Views, General Gaming

A Better GM Screen: Part Two – Your Weaknesses

Tweet In my last post, I talked about information that could be included on GM screens to make us better GMs — not just better at the rules. In that post, I focused on information about the PCs: perception numbers, weaknesses, enemies, etc. That’s the first panel, and it’s a pretty obvious choice if you think about it. It’s information that every GM at one point or another realizes he or she consistently needs. Where to start? For the other panels on the screen, that requires more thought, and truth be told, I don’t think it’s going to be the same for every GM. We all run our games differently, and we all have different weaknesses and areas that can improve. The key to filling out the rest of the screen, I think, is … Read entire article »

Filed under: Advice, Alternate Views, General Gaming

Thoughts on World Creation

Tweet I’m in the planning stages for a GURPS Fantasy game I’m planning on running with Google+ Hangouts and one of the several online RPG tools that works with it. I’m starting with world creation, and the picture to the left (as well as a multi-page setting description) is the sum of it. It is a very large island with two large cities, a couple outposts to look out for invaders and a large forested/marshland area controlled by hostile amphibious goblins who worship the dark god of the underseas. The humans who live on the island have made several attempts to settle the goblin-controlled Eastlands, but all attempts have met with failure and death. Additionally, there mountain range in the Westlands is rich with silver. Several mines exist in the mountains, and the powers that … Read entire article »

Filed under: Adventure Design, Advice