GURPS Notes 12: Power Inflation, Why Doctrine
GURPS is fine in a realistic game. All the realistic advantages are fairly priced, no need to apply any modification. I cannot say the same in a game with Supernatural…
Read more →GURPS is fine in a realistic game. All the realistic advantages are fairly priced, no need to apply any modification. I cannot say the same in a game with Supernatural…
Read more →Logistics have been separated in the cost of forces in GURPS mass combat. Since MC already simplified much of the tactical elements, Logistics because its own interesting and fun game.…
Read more →Because the character sheets will be available eventually. You can find the Demo Campaign here. Thanks to +James Austin for teaching me all these macros. Don’t forget the Roll20 notes on GURPS.…
Read more →In Episode 4.0 Tertius and Xeno were part of a “War Game” where they battled season vets and manage to win by an Off-called technicality. This was a way to…
Read more →GURPS Mass Combat needs practice and rehearsals for the GM to get it right and so that the players also get the feel of the system. Much like GURPS combat,…
Read more →Here is a list of stuff I tend to prepare for my games. If there is any question why I set up a game in 4 months in advance this…
Read more →These are my notes in correction of the mass combat I ran recently. I hope to update this when new data becomes available. This system shows my bias as a…
Read more →Inspired by +Peter V. Dell’Orto post GURPS Classic Vehicles 3e – Because I plan to work on some 3d galleys and simple naval combat rules for my Crusades game (which has returned…
Read more →A review of magic Items and some notes about how it affects a setting. Rules in Review The rules for using Magic Items in B482 or M21. Hidden Lore or…
Read more →