Death Himself

Death – How to Deal With Immortal PCs

Since it’s GURPS day (#GURPSday), I decided to do a double feature on the topic of death. Death is often the decider of a failed combat in role playing space. When someone swings a lethal weapon at you you’re constantly worried about how much it’ll hurt. The brave chant, “Today is a good day to die!” […]

The Future

Future Jutsu – Coming Soon to a Site Near You

GURPS day (#GURPSDay) is here. It’s time to talk about the future of RPG Jutsu. It’s be a gross understatement to say I don’t enjoy writing. I spent much of my life producing documents and creative writing for various mediums. It’s always a joy to be able to express yourself. It’s an even greater joy […]

Should have worn armor.

Cinematic Reality – Armor of the Big Screen

Many articles often focus on the realism of combat. They compare historical notes, relate real world tests and explode your mind with physics. Few writers touch on the cinematic reality of combat. Often we play our role playing games with characters we base on cinematic tropes without considering how ineffective they would be in true scenarios. […]

Rules Lawyer

Rules Lawyer – GMs are Self Destructive

Opening Statements When we sit down to game we have our rule books next to us. We refer to them when situations arise unexpectedly. We sometimes argue what’s valid and what is the correct numbers we should use in scenarios. The individual who stands next to a rule to validate a point is a Rules […]

Radiation Hazard Sign

Radiation – The Math of Rads

When dealing with a technological campaign radiation tends to come up. GURPS has many rules for dealing with the effects of radiation, but gives little information on how to game radiation sources. This sometimes leads GMs to wonder how to go about handling radiation in their games. This post is to outline realistically how radiation […]

HexCrawl Map

Hexcrawl – Getting There is Half the Fun

It’s a long standing tradition in role-playing games to travel a explore a world or frontier. Many game systems cover rules for such conventions. A common method is the term Hexcrawl. Hexcrawl means adventurers explore the world one hex at a time. This may be on their way to a location or simply part of […]

Resources and Links

I created a page full of resources and links to information that may aid players and GMs in the GURPS experience. I will update this page as needed with relevant information. Check back now and then if you are looking for resources.

Villain – Everything is My Delusion

Villains come in various forms in story expression. Role-playing and story writing go hand in hand. GMs have the task of crafting an experience that captivates the players. While rules and game play advice can be great for those with endless inspiration for story. Those who are just beginning the planning stages of an adventure are […]

Chase – Gaming the Contest of Pursuit and Escape

Chase the Problem The chase is an important feature of storytelling. The players will find themselves in hot pursuit of fleeing foes. Other times enemies will be on the heels of the players. The chase is an important piece of a story and should be given critical attention for gaming. Despite the chase being fundamental in some stories […]

Enchanting – An Alternate Approach

The following system is designed to aid GMs in creating their own enchanting systems for GURPS. Disclaimer The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. Rashidi was silent before the campfire […]