Sometimes I get an urge to make some GURPS content, be it something original, or something converted from another system/media. Maybe if I post it here, it will be useful not only to me. Keep in mind that I'm not a native English speaker and please forgive any mistakes.
Sunday, 15 March 2026
GURPS Expanded Grappling
Sunday, 22 February 2026
Chaos Shaping in Limbo
Chaos Shaping in Limbo
Wednesday, 3 December 2025
Heroic Combat: Iteration 1
Heroic Combat: Iteration 1
All right, real life got relatively
less busy, and now I can devote some time to Heroic Combat. I mulled this over,
and I think that it would be best to use an iterative approach (something akin
to what Mailanka did with his Psi-Wars). In the first iteration, I will write
up the very basic framework - movement, attacking, defending, casualties,
engagement, etc. without complicating things with status effects, magic, and
other things. Once this base framework is functional, I'll add other things.
Wednesday, 8 October 2025
Heroic Combat, Timescale, Abstraction: Outline
Heroic Combat, Timescale, Abstraction: Outline
Thursday, 11 September 2025
How Does Detect Even Work?
How Does Detect Even Work?
Thursday, 21 August 2025
Expanded A New Take on Grappling
Expanded A New Take on Grappling
Tuesday, 19 August 2025
Illusions, Duration, and Mobility
Illusions, Duration, and Mobility
Sunday, 3 August 2025
A Fresh Look at Grappling: What's Missing in ANTOG?
A Fresh Look at Grappling: What's Missing in ANTOG?
Thursday, 29 May 2025
Training Rules
Training Rules
Most of the core concepts that are required for an AD&D-style game in GURPS are done, and one of the few things left to think about is training. AD&D is a class-and-level-based system, and advancement is done in levels, obviously. GURPS is a wildly different beast, with advancement rules being different as well. As a rule, the GM gives players some character points at the end of the session, and the players improve their characters using them. Sounds simple, right? On one hand – yes, it is simple. On the other hand, is it really that simple and do I want it this simple?
Monday, 26 May 2025
How Does Injury Tolerance (Diffuse) Even Work?
How Does Injury Tolerance (Diffuse) Even Work?
Friday, 16 May 2025
Replacing Resistance with Active Defense
Replacing Resistance with Active Defense
Saturday, 26 April 2025
Sea Voyage Procedure
Sea Voyage Procedure
Monday, 24 February 2025
D&D Taint/Corruption Revisited
D&D Taint/Corruption Revisited
Sunday, 23 February 2025
Morale Rules in GURPS
Morale Rules in GURPS
As I’ve been on an AD&D and ACKS binge
lately, I noticed some mechanics that rarely are present in the more modern
systems. Well, ACKS is modern, but you get my point. One of such mechanics is
morale. Not long ago, I wrote a post about Fright Checks where I actually
managed to miss something important from DFRPG, and fear is somewhat related to
morale. Generally speaking, one of the complaints about combat being too long
in any system is that many GMs seem to insist that all fights must be fights to
the death, and that NPCs or monsters never flee or surrender. PCs never fleeing
also is a thing. Thus, I would like to explore the morale rules in GURPS.
Friday, 7 February 2025
Market Class and Equipment Availability
Market Class and Equipment Availability
One concept from ACKS II that I really like is the Market Class – each settlement is classified as one of six market classes, depending on the population. Market class defines how many goods of different price categories can be bought or sold at this market, among some other things. This is something like the GP Limit for settlements from D&D 3.0, but expanded and perfected. In GURPS, there are some rules for equipment availability in GURPS Dungeon Fantasy Setting: Caverntown (you wouldn’t think to look for them there, would you?), but they are quite barebones and not generic. Surprisingly, GURPS City Stats has nothing about it. Thus, it is time to adapt the ACKS rules. To be honest, there’s barely any adaptation needed, and I really hope I’m not stretching the limits of fair use.