September 16, 2014: GURPS Fourth Turns 10 With . . . Steven Marsh
Not to go all hipster, but I was into GURPS Fourth Edition before it even existed. As part of the Fourth Edition playtest, I remember the thrill of opening those secret files and poring over the new features and innovations. I recall my biggest contribution being the suggestion that Allies' and Dependents' character points should be based on a percentage of the PC's point total, rather than flat. (A 50-point sidekick is much less useful in a cosmic super-powered campaign than a street-level one!)
I'm fortunate to have been part of the "GURPS inner circle" (at least the outer inner circle) for nearly 15 years. For over half a decade, I've helmed the revamped Pyramid as a full Fourth Edition support 'zine. I'm especially proud of Pyramid #3/31: Monster Hunters – where I conspired to assemble goodies for GURPS Monster Hunters before we'd even announced it – and Pyramid #3/66: The Laws of . . . [more]
GURPS Fourth Edition is now in its second decade -- and it's never been easier to master, thanks to How to Be a GURPS GM! Designed for newbies and experienced players alike, this guide will take you through choosing the best options, designing great characters, running your first combat, and building your campaign. Download it today, only from Warehouse 23!
You are the 1398th alien being here today.
(20994735 since August 1, 1995)
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