I remember my first encounter with GURPS, back in the early '90s. Two of my players had "converted" to this new system, and kept trying to drag me in. I finally agreed to borrow it, just to rip holes in it and prove them fools. A week later, I bought my own copy and never looked back.
Of course, back then I didn't think I'd end up working for the company! But after contributing to the GURPS Creatures of the Night and GURPS Dungeon Fantasy lines, and writing GURPS Psionic Powers, I was welcomed aboard. Since then, I've had the opportunity to write a few books (including the GURPS Monster Hunters series) . . . but some of my fondest moments involve others' projects. At heart, I'm still a fanboy, so getting to work with amazing authors is the best part of my day.
I'm proud to have contributed demonic crunch to Matt Riggsby's GURPS Locations: Hellsgate. Editing Hans-Christian Vortisch's GURPS Tactical Shooting was like taking a night class in Armoury (Small Arms). I worked with Bill Stoddard to bring his GURPS Social Engineering to life – one of my favorite additions to Fourth Edition. And Ken Hite's GURPS Horror: The Madness Dossier was a book I'd wanted for so long that I began running a campaign the moment the edit wrapped.
And that's just the "GURPS" books. Since 2008, some of our most dynamic writing has been in Pyramid, Volume 3. Its magazine format lets us run article-sized "supplements" for works that might otherwise not see expansion, and makes it easy to give new authors a chance.
These writers, both new and old, have done so much to make GURPS Fourth Edition the amazing system that it is, and things just keep getting better.
(Have you enjoyed these 10 looks back and behind the scenes? Stop by the forums and tell us about it.)
If you've kept up with the news -- and we bet you have! -- you already know that the overhauled version of Warehouse 23 to include e23 is due Very Soon Now.
If you missed the news, then here's the announcement from last week. Soon, yes, soon you shall be able to explore the new Warehouse 23 . . . if you dare. (And . . . um . . . we really hope you dare.)
-- Steven Marsh
Randy Scheunemann and I hop on a plane today to fly to Los Angeles, where we hop on a much bigger plane for a much longer flight to Melbourne, Australia. We'll be manning the SJ Games booth at PAX Australia. It's my first time in Australia and SJ Games' first time attending PAX Australia, so we expect to learn a lot, meet a lot of new people, and generally have a great time!
Despite the lyrics to the song whose title I stole, I do know when I'll be back again -- next Monday afternoon. Devin and the rest of Team Munchkin will be holding down the fort in my absence, and probably getting a lot of work done without my interference.
Meta-rule for all of 2014: if you are playing Munchkin Apocalypse, or a blended game that includes Apocalypse cards, you may use the 2014 Silver Piece to Open or Close a Seal, your choice. Give the Silver Piece to the next player to successfully Run Away from a monster. As usual in Apocalypse, this rule cannot be used to reverse the opening of the Seventh Seal.
You may use the 2014 Silver Piece in any game of Munchkin or Munchkin Quest to make yourself Undead for one combat, unless you are fighting for the win. This means that you can add Undead monsters to your side of the fight, but it also means that any player who has cards or abilities usable against Undead can use them against you. After the combat, win or lose, give the Silver Piece to the lowest-Level player (other than yourself, if you are the lowest).
You may only use one Munchkin coin per game unless a rule says otherwise. This one does not.
We're pleased to announce that, as part of a stretch goal on the OGRE Designer's Edition Kickstarter, we now have a German translation available for download at Warehouse 23. It includes the rulebook, scenario book, and reference sheet, and is ready for print and play!
As always, we're blown away by your support of OGRE, and we're looking forward to hearing about epic OGRE battles from our friends across the Atlantic.
The Imperial Navy announced today that the private cruiser Sargon, formerly the private transport of the deceased Archduke Dulinor, will be returned to Archduchess Isis, his daughter and heir. Dulinor was killed in 1116 while shuttling to the surface of Capital in one of Sargon's small craft, which exploded while entering far orbit. The cruiser has been in Imperial custody since the day of the assassination, under guard at an undisclosed Imperial Naval facility, but was recently released back to the Archduke's family, as the Naval investigators feels no further evidence in the crime will be forthcoming. Archduchess Isis is not in system at the present, but her office issued a press release announcing that a crew will be provided to return the vessel to Illelish, but gave no further details.
A classic newly available in digital form, GURPS Classic: Voodoo casts the heroes on the front lines of the Shadow War, between humanity and the forces of destruction. Download it today, only from Warehouse 23!
The +6 Bag o' Munchkin Zombies comes with six zombie Munchkin pawns and two new cards for Munchkin Zombies.
Get them both from Warehouse 23.
-- James Holder