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The Douchey DM » Entries tagged with "GURPS"

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

Call of Cthulhu Char Gen and Skills

Call of Cthulhu Char Gen and Skills

Tweet I’ve started going through the first step in seriously playing and or running a game. Last night, while my daughter was catching up on math homework, I rolled up a couple of Call of Cthulhu characters.  I have played Call of Cthulhu before, but it was a very long time ago, and I remember almost nothing about it. Yes, “rolled up” characters, as in, rolling dice for attributes. Even though I wasn’t making characters that I intend … Read entire article »

Filed under: Alternate Views, General Gaming

Goals for Next Con Game

Tweet What with the next convention being three months away, I’ve started preparing for my next set of convention games. The biggest change is the system. I’m going to run GURPS games, rather than Savage Worlds. While I do think that Savage Worlds is uniquely suited to RPG newcomers and convention games, I heard some things from the last con that made me want to switch back to GURPS. Some people I spoke with had not very fun experiences playing GURPS at the con. That hurts my dark, withered soul. I love GURPS. I proselytize GURPS. Everyone should have fun playing GURPS. Anyway, I’ve set some goals for myself for the next batch of convention games: 1. More Character Choices. In the last few games, I provided about eight or nine characters for a six-player game.  I try … Read entire article »

Filed under: Adventure Design, General Gaming