Roleplayer #22, November 1990
In This Issue
Letters
Short Notes
Cthulhu Lives! Lovecraftian Horror
in GURPS (David Ellis Dickerson)
PCs Do It by Default: Using Default
Skills in Character Creation (Walter Milliken)
New for GURPS
Return to
Nightmare City: New Sectors for Flight 13
(W.G. Armintrout)
.......[& Osmids,
a new race for use with Flight
13, or other SF&F games! -- arcangel@io.com]
GURPS
Q&A
A Half-Dozen Gaki to Go: More Hungry
Ghosts for GURPS Japan (Tom Henrichs)
Magic Affinities as a Limiting Factor:
Aspected Magery as a Tool for Game Balance (Steffan O'Sullivan)
Bronze Skeletons: Magical Monsters
-- or Machines? (Robert Collins)
Zen and the Art of Game Design: Martial
Arts Designer's Article (C .J. Carella)
Preliminary Bout: Starting an
Adventure with a Bang! (William Wilson Goodman Jr.)
Bring 'Em Back Alive! A Cliffhangers,
Old West or Special Ops Adventure
(Barry Link)
Are You and Your Players Playing the Same
Game? Matching Play Style with GM Style (John Sgammato)
Errata
Bestiary: The Yrl-Tree: An
Enlightening Encounter (Scott Maykrantz)
What's In the Chest? Outtakes
from GURPS Magic Items (Chris McCubbin &
Daniel Thibault)
Coming Attractions
Spreading the Word
Why do people play GURPS?
Well, okay: "Because it's a good game." But what
gets them to try the system in the first place? We've never had
much of a promotional budget. The thing that gets people into GURPS
is . . . other players. This system has grown almost entirely
through good word of mouth.
So we do what we can to help that word get spread. For years, we've supported
game conventions by providing prizes and other support. Now we'd like to
get a bit more organized about it, and you can help.
Loot
In the first place: We will donate prize certificates, wall posters,
and sometimes other material. This can be either to a game convention, or
to an SF convention with a game track -- just as long as you're running
competitions in our games. The convention's tournament organizer needs to
write us with the name and date of the convention; how many attendees are
expected; which of our games are being run, and how many players the tournament
will accommodate. Send us a copy of your convention flyer, and/or last year's
program book, to prove you're genuine. All we ask in return is that you
distribute the loot fairly, see that everyone has a good time, and give
us credit in the program book. An ad would be nice, but we'll settle for
a one-line thank-you.
If you send us a copy of the program book afterward, with a letter telling
how it went, you'll get a reaction bonus next year.
Tournament GMs
"But," you say, "our convention doesn't have anybody who
can run GURPS." And good GMs are sometimes
hard to find. So here's what we are doing. If you are interested in being
a referee at a convention, write me a letter. We're starting a database.
And if you are running a con, and need referees, write and ask.
We'll see what we can do about matching people up. (Con organizers, note:
Usually, if someone volunteers to spend most of the convention running games,
it's only polite to let them in free.)
Let the games begin!
-- Steve Jackson
Editor: Steve Jackson
Managing Editor: Loyd Blankenship
Editorial Assistant: Monica Stephens
Production Manager: Carl Anderson
Production: Don Arburn
Cover Art: Ruth Thompson
Illustrations: Don Arburn, Guy Burchak,
C. Bradford Gorby, Rob Prior, Ruth Thompson
Circulation Manager: Mike Hurst
Roleplayer (ISSN 1050-3609) is published bimonthly by Steve Jackson
Games Incorporated, Box 18957, Austin, TX 78760. Roleplayer, AADA, Illuminati,
GURPS, Autoduel
and the all-seeing pyramid are registered trademarks of Steve Jackson Games
Incorporated. Other product names mentioned herein are trademarks of Steve
Jackson Games Incorporated or their respective publishers. Copyright ©
1990 by Steve Jackson Games Incorporated. All rights reserved. Printed in
the USA.
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