My first book for Steve Jackson Games, GURPS Steampunk, was a genre book – a guide to running games in a fictional genre. GURPS Fourth Edition gave me the opportunity to write more genre books: new editions of GURPS Fantasy and GURPS Supers designed for the revised game mechanics. Writing them gave me a fuller understanding of the new system, and in particular of the mechanics in GURPS Powers.
In hindsight, it seems inevitable that I went on to add to those mechanics. GURPS Thaumatology: Urban Magics and GURPS Underground Adventures include chapters of rules in their explorations of possible game settings. GURPS Thaumatology: Chinese Elemental Powers goes a step further, as an entire book devoted to mechanics -- a "worked example" of powers as magic, as discussed by Phil Masters in GURPS Thaumatology, but taking inspiration from Jason Levine's handling of special abilities in GURPS Psionic Powers. GURPS Social Engineering developed new mechanics on a wider scale, systematizing and expanding the Fourth Edition rules for social interaction of all kinds.
Beyond writing game books, GURPS Fourth Edition gave me a great toolkit for running my own campaigns! This started with Salle d'Armes, a mini-campaign that took GURPS Martial Arts out for a test flight -- and also helped inspire Social Engineering, from my exploration of the social context for all that swashbuckling and dueling. I'm now on my eighth Fourth Edition campaign, an exercise in fantasy world-building heavily influenced by the Path and Book Magic rules in Thaumatology. Whether I'm exploring published GURPS settings or building my own, Fourth Edition's logic and realism have kept my players happy and coming back.
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
Munchkin is a great game, and we're really excited about how many people like it. We noticed a while back that there was an audience that didn't have a Munchkin game all their own, though: kids! So what did we do? We made a game for kids.
Munchkin Treasure Hunt isn't just another Munchkin core set; it's a whole new board game in which kids (or grown-ups; you know y'all love this stuff too) move their characters around a board fighting monsters and taking their treasure! Monster cards make the monsters tougher, and you can use your Treasure cards to defeat the monsters and get even more treasure. But you'll want to hang on to those Treasures; each one has a Gold value, and the player with the most Gold at the end of the game is the winner!
You can find Munchkin Treasure Hunt in Toys'R'Us stores right now. There are Toys'R'Us stores everywhere, so it shouldn't be hard for kids all over the country to get their hands on a copy, but if you don't live close enough to get there, you can order from toysrus.com, too. Go get your loot!
-- Brian Engard
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.
Elevate your Munchkin status by bringing a genuine Munchkin Level Die to the game. This die features a Munchkin head in place of the "10" on the die, so when you finally beat that last monster, everyone will know you are the Munchkin King! Available in six different colors on 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