It's amazing that 10 years have passed since Sean and I put together GURPS Fourth Edition. It was a privilege to co-author it, and the special glee of seeing my own campaign's house rules become part of GURPS hasn't worn off!
After Fourth Edition appeared, I worked with the talented Kenneth Peters and David Morgan-Mar on big expansions of GURPS Ultra-Tech and GURPS Bio-Tech, first released as hardbacks (now available as PDFs). But where Fourth Edition really came alive was in its original digital releases, both standalone volumes and Pyramid magazine (where I contribute a monthly column, "Eidetic Memory").
I especially enjoy writing new rules, and the eight-volume GURPS Spaceships series is a personal favorite. Its heart is a simple-but-comprehensive spaceship-design system, but each volume adds both worked examples and modular rules for topics like interstellar trade, exploration, or cinematic space combat. I'm grateful that so many gamers enjoyed it!
The GURPS Mass Combat rules were also fun to write thanks to our amazing playtesters, who played out dozens of historical battles. In a departure from Third Edition's mass-combat rules, battles are fought round-by-round, allowing varying strategies each turn and roles for multiple PCs before and during the action. But for me, the real utility of Mass Combat is using it to tell epic stories in which adventurers mix personal adventuring and large-scale army combat, just like my favorite fantasy novels.
"GURPS Psi-Tech" was a title I'd wanted to use for a long time, but it wasn't until Fourth Edition that I got my wish! This supplement amps up GURPS Psionic Powers with added psychotronics and bio-tech. Another Fourth Edition project with a lengthy backstory is GURPS Banestorm: Abydos, an urban fantasy of swashbuckling necromancers and the zombies they love. Look for more Abydos in Pyramid magazine . . .
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
Writing Munchkin cards is a lot of fun . . . but, after a while, the creative juices evaporate. Luckily, we've got a page where you guys can submit your own wacky Munchkin card ideas. I've been plowing through them for inspiration, which means the well is starting to run a little dry . . . so if you've been sitting on new card ideas, there's no better time to send them our way! If we use your idea, we give you credit in the rules AND a copy of the game in which your idea appears! (If you need more incentive, one of the titles we're considering for 2016 is Munchkin Fan Service . . . and we'll need over 100 of your ideas to make that one work!)
Before you run off to start typing up ideas, though, read these important notes:
We're looking forward to seeing your ideas! Thanks!
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.
In any game of Munchkin, including Munchkin Quest, you may "spend" the Silver Piece to Hunt for Treasure. Give the Silver Piece to the player with the fewest Treasures in play (your choice if there is a tie). Show everyone the top three cards from the Treasure deck. Take the one you want and shuffle the other two back into the Treasure deck. You may play this Treasure immediately, even if you are in combat.
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.
Three points here. Another five there. Make the perfect hand-to-hand combat monster with GURPS Martial Arts. Specialty rules covering hundreds of different fighting types, combat maneuvers, and style perks. Download it today 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