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Old 11-11-2013, 11:57 AM   #1
mlangsdorf
 
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Default GURPS No School Grognard Blog - New Posts

Since everything I've done with my blog has basically been an imitation of Douglas Cole and Peter dell'Orto, it's past time I wrote a thread so I can update people when I update the blog.

My blog is focused mostly on GURPS, especially Dungeon Fantasy, but it sometimes veers into whatever I've been playing most recently.

It's been around for about 8 months, so I want to highlight some of the more interesting collections of articles:

The Dungeon Fantasy Template Evaluation: I've been running and playing in DF games for 5 years, and now I'm writing about the templates and what makes them good or bad and ways to improve them or get more out of playing them.

College Ritual Book magic: An alternate take on Ritual Magic, stealing some of the concepts from Ritual Path Magic.

Better Fantasy Armor: Another attempt at armor cost/weight rules, focused on DF games where a thief in DR2 leather should be agile and flexible, even if that's not completely realistic, but also making sure that a knight in DR9 plate has a better DR/weight ratio than the thief.

Spaceship Combat Examples: Some play throughs of combats using self designed ships from Spaceships. Inspired by a forum thread.

Changing the Tide and Savage Tide: Actual Play: I've adapted the D&D Adventure Path "Savage Tides" for my F2F group and ran them through it. Changing the Tide talks about the hows and whys of adapting it to GURPS and making it playable. Savage Tide: Actual Play are brief game reports of how the adapted adventure actually played out.
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Last edited by mlangsdorf; 04-05-2014 at 04:26 PM. Reason: changed label links to page links
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Old 11-11-2013, 11:59 AM   #2
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Default Re: GURPS No School Grognard Blog - New Posts

My thoughts on why people would actually be involved in dungeon delving, more or less inspired by the "Why We Fight" section of Monster Hunters and the sad fates of the hirelings in Peter dell'Orto's Felltower game.


Why We Delve
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Old 11-11-2013, 12:07 PM   #3
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Default Re: GURPS No School Grognard Blog - New Posts

Welcome to the Brotherhood of Bloggers Who Talk About Their Blogs Loudly. :-)
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Old 11-14-2013, 05:40 PM   #4
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Default Re: GURPS No School Grognard Blog - New Posts

Imbuements let people turn any random weapon into a weapon of fire or an explosive weapon or whatever. They're an excellent rules patch for a gap in the basic 4th edition rules.

I've been using them for a while in an online game, and I wanted to share my experiences and evaluations of them, along with asking other people who have been using them to share their experiences

http://noschoolgrognard.blogspot.com...ay-so-far.html
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Old 11-16-2013, 01:58 PM   #5
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There should be quirks for Martial Arts styles, just like there are Perks. I suggest some.

http://noschoolgrognard.blogspot.com...ts-styles.html
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Old 11-18-2013, 04:22 PM   #6
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Antoni Ten Monros and Kalazz sent me huge replies to my post on my experiences with Imbuements, each one detailing their experiences with every Imbuement skill. Reader, I posted them.

Imbuments in Play: Other People's Experiences
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Old 11-21-2013, 08:25 AM   #7
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I wrote up what I think the consensus role of the wizard should be in most fantasy role-playing games, and how the DF wizard compares to that consensus view.

The Role of Wizards
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Old 03-21-2014, 06:37 AM   #8
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After a long hiatus, I return to blogging with a post on
The Effectiveness of Artificers in Dungeon Fantasy

I think that as written, the template is a good design that is likely hampered by most GM's not letting a gadgeteer go crazy with inventions, but that GM's should work with the artificer's player to make them effective.
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Old 03-22-2014, 08:47 AM   #9
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In my last article, I suggested that the key element to making artificers effective was to give them access to cool gadgets. Then I wrote an article that gave some examples of what I meant:

Improving Artificers in Dungeon Fantasy

http://noschoolgrognard.blogspot.com...n-fantasy.html
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Old 04-04-2014, 02:48 PM   #10
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Characters in modern and science fiction games can have too much stuff to buy and keep track of. I make some suggestions on abstracting available equipment into supply dumps, based on some ideas from Action and Monster Hunters:

Ammo Dumps and Gun Closets

http://noschoolgrognard.blogspot.com...n-closets.html
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