e23 digital content from Steve Jackson Games

e23 Wish List for GURPS

Writing for Steve Jackson Games: Getting Started

Updated November 2, 2012

Are you a writer or an aspiring writer who is familiar with GURPS Fourth Edition? Are you interested in creating short (6- to 63-page) GURPS items for digital publication? Are you confident that, handed the seed of an idea, you could grow it into a quality product on a deadline? If you answered "yes" to all three questions, then you're the kind of writer we're counting on to help us meet our commitment to support GURPS on e23. Read on . . .

The wish list below describes a number of preapproved product ideas. These are items that we definitely want to publish and for which we're seeking proposals. This doesn't mean that we'll accept the first proposal that comes our way. We might act immediately if we really like a proposal – but then again, we might wait until we have several proposals and then pick the best one. All we're promising is that we'll read your proposal . . . and if your proposal looks good, we might have something to talk about! We appreciate your understanding in this matter.

There are four steps to the proposal process:

  1. Choose a title. Select a title from the wish list and read all of the specifications. The specs will at minimum consist of a title, a capsule description, a word count, and a required reading list. They may also include a list of sample titles for a series (choose just one!), a preapproved outline (if this exists, you must use it), and a list of electronic texts that we will provide if we contract you.
  2. Read our guidelines. You should be familiar with our style and formatting rules before you contact us. Important guidelines include:
  3. Send us a query letter. Once you know what you want to write and how we want it written, send a short, informal letter to e23@sjgames.com and tell us about it. This isn't a formal proposal and shouldn't include detailed outlines, writing samples, etc. It should be well-written, though; if you can't write a letter, then we're not going to take the risk of contracting you to create an entire product. Contents must include:
    • The title you're interested in.
    • A concise synopsis (a few paragraphs) of how you would go about the project, including any alterations you would make.
    • For projects that require research, your proposed bibliography (just a few key works, please). For those that aim to bring specialized professional knowledge to gamers, a brief list of your special qualifications.
    • A list of books or professional print or online magazine articles you've written (if applicable).

    Remember that editors are busy people. You will get a reply, but it may take some time. It's entirely reasonable to follow up your letter with one "nudge note" if a month passes without a reply . . . but please don't nudge us after only a week or two, or repeatedly. Thank you!

    If your query is accepted, then note any advice or requests in the reply and proceed to the final step.

  4. Send us a formal proposal. If we're interested in your query, then you may have a shot at writing for us. To help us make up our mind, we'll need some more information. Please write to e23@sjgames.com with:
    • A covering letter that reiterates your query and indicates that you've received and addressed the editor's comments.
    • An outline that summarizes the contents of the work by chapter, section, and subsection, estimating page counts. Note that in many cases, we provide a template that we expect you to use for the outline. You must use this and you must fill it in according to the instructions included with it. Also indicate vignettes (see below) in your outline, at the start of each chapter.
    • A writing sample, about 500 words in length, consisting of text that would appear in your work. Sample vignettes are an excellent choice!
    • A copy of this Game Evaluation Waiver, if the editor requests it. In most cases, the editor won't ask for this and you don't have to worry about it.

Good luck!

Titles and Specifications

Below is a list of titles that we want at this time. All of these items, in addition to the project-specific specs, must follow some general specs:

  • The work should open with an introduction. This shouldn't be self-referential ("This book is about . . ."), but it should clearly define the subject matter and give an overview of the most important topics. If you reuse Third Edition content, then the introduction must have a "Publication History" section that mentions this.
  • Each chapter must open with a vignette: a short (few hundred words) fiction piece related to the project's concept and in particular to the chapter's contents. All of the vignettes should have a underlying thread – characters, events, even a story – to give the work a unified feel.
  • Any project with significant research behind it must have a bibliography.
  • All formatted sections – bibliographies, character and racial templates, glossaries, martial-arts styles, NPC character sheets, powers, spells, tables, vehicle and weapon stats, etc. – must be formatted according to Formatting Guides for GURPS Fourth Edition.

See any recent print book for examples of all of the above. Don't forget to allocate space for these things in your outline! Also bear in mind that we usually request art specs and quotations. You must describe any specific diagram or illustration indicated in the capsule description or your outline, and include all quotations you regard as vital to the project; moreover, we may send you a rough PDF with spaces in it and ask you to recommend additional art and quotations to fill the holes.

Without further ado, here are the titles . . .


Action (Series)

Gamers love action movies . . . but GURPS sometimes feels like "too much game" for cinematic capers, chases, and shootouts. Enter GURPS Action! This series summarizes what's essential and what isn't for over-the-top modern-day thrillers, with each volume offering a bite-sized chunk of rules and stats. Action 1: Heroes is a quick-start guide to characters, while Action 2: Exploits boils down task resolution. Future installments will continue the trend. Each will tackle a single, well-defined aspect of the action genre, summarizing all the necessary crunch while paring away unnecessary complexity to give gamers ready-to-rock goodness.

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set and the GURPS Action series to date. GURPS Action 3: Furious Fists, in particular, is a good worked example of what we seek.
Recommended Reading: GURPS Gun Fu, GURPS High-Tech, and GURPS Martial Arts.
Outline: To be provided by author. A preapproved template may eventually be developed.

Adventures (Series)

GURPS is famous as a tool-kit RPG that can handle any kind of game in any genre . . . if the GM has the time to prepare. Unfortunately, not every GM has that kind of time! The goal of these adventures is to help GMs enjoy their gaming time as playing time instead of using it all up as preparation time. Each will describe an interesting plot or set of plots, supported by lovingly crafted locations, events, and NPCs. Rounding it out will be a summary of important elements and notes on adapting the adventure to different power levels and styles of play. For complete details, see the outline linked below.

Would-be writers should be aware that the goal of these adventures is to provide complete, ready-to-go scenarios that can be dropped into ongoing campaigns as side-quests or diversions. They should have enough detail to work as one-shot games, but they shouldn't depend strongly on history or locale (with the exception of Banestorm Adventures, Transhuman Space Adventures, and Traveller Adventures, which we definitely do want), or generate far-reaching outcomes that could ruin an existing campaign. It's also important to us that each adventure uses GURPS as written, showing off (not hiding!) how it works and demonstrating how a game that's often perceived as "complex" can be a load of fun. Finally, be warned that we're not looking for anything self-consciously clever or cute – just meaty challenges, mysteries, and quests that puzzle-solvers and tacticians can get into!

Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set and any GURPS worldbook relevant to the adventure's genre or setting.
Recommended Reading: GURPS Big Lizzie and GURPS Lair of the Fat Man are published adventures, albeit ones that deviate somewhat from our current preferred format. GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon hits closer to the mark.
Outline: To be created by author using this preapproved template.

Agencies (Series)

This series will describe real-world intelligence, law-enforcement, and security services (not military units) of the 20th and 21st centuries. Each installment will select one such organization and provide all the details the GM needs to use it in his campaign, be that as an employer for the PCs, a friendly rival, a background element, a shadowy cipher, or an out-and-out enemy. Important contents will include:

  • History, mission, and jurisdiction.
  • Practical details: staffing, headquarters, operating budget, etc.
  • Internal organization and rank structure.
  • Social traits – notably Duty, Legal Enforcement Powers, Legal Immunity, Rank, Reputation(s), and Security Clearance – for agents.
  • Details on using the organization as an Enemy or a Patron.
  • Character templates for PC and NPC agents.
  • Relationships with other services, at home and abroad.
  • Interesting topics such as field equipment, technical assets, and spooky projects.

The value of this series resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Agencies: CIA
  • Agencies: DEA
  • Agencies: FBI
  • Agencies: FSB
  • Agencies: MI6
  • Agencies: Mossad
  • Agencies: USSS
  • Transhuman Space Agencies and Traveller Agencies titles use the same specs, but replace the requirement for real-world knowledge with the need to follow setting canon.
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set, GURPS High-Tech, and relevant Third Edition supplements such as GURPS Cops and GURPS Espionage.
Outline: To be created by author using this preapproved template.

Banestorm (Series)

We are seeking supplements that support GURPS Banestorm with creatures, guilds, knightly orders, plots, towns, and just about anything else specific to the world of Yrth. These must obey the specifications for Adventures, Encounters, Foes, Locations, or Supporting Cast – as applicable – but be specific to the world of Yrth. Where Yrth canon and these other specifications don't quite line up, canon takes precedence. When in doubt, ask SJ Games. Banestorm titles that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Word Count: 10,000 to 53,000 words (12 to 63 pages).
Required Reading: GURPS Basic Set and GURPS Banestorm.
Recommended Reading: GURPS Fantasy and GURPS Magic are strongly recommended – and as the only published volume in the series, so is GURPS Banestorm: Abydos. Depending on your topic, the editor may deem any of these "required."
Outline: See specifications for relevant series.

Disasters (Series)

The Disasters series will cover horrible events ranging from local catastrophes (meltdowns, quakes, tornadoes, volcanoes, even severe industrial fires and spills) to global apocalypses (meteor strikes, pandemics, global freezing or warming, etc.). Each volume will give the GM everything he needs to know to use a particular disastrous occurrence as a mere obstacle . . . as an adventure to shake up an existing campaign . . . or even as the basis of an entire "rescue" or "survivors" campaign! Content will include:

  • The science (pseudoscience, for things like zombies and manaclysms!) behind the disaster.
  • Examples of real-world events of this type, where applicable.
  • Descriptions of the disaster's initial effects, ongoing effects, and aftermath in rules terms.
  • How the PCs can survive the disaster.
  • Adventure seeds – especially dramatic escapes and rescues.

A Disasters supplement will give the GM the information he needs to toss a disaster into his campaign and get a fair idea of what it would do to the setting, the PCs, and the current adventure. The rules and guidelines won't assume a particular time or place, but will address TL differences, since low-tech societies will have less warning and often less understanding of disasters, technology can mitigate disasters and speed recovery, and some disasters are completely TL-dependent (e.g., a continental EMP simply won't affect a medieval culture!). And because there's no denying that most disaster movies are set in the modern world, the work will briefly explore the disaster in the specific context of 20th- or 21st-century Earth, examining real-world areas that are especially at risk and recommending equipment and vehicles of special value to modern-day survivors.

Sample Titles:
  • Disasters: Deep Freeze
  • Disasters: Earthquake
  • Disasters: Hurricane
  • Disasters: Meltdown
  • Disasters: Meteor
  • Disasters: Plague
  • Disasters: Rising Seas
  • Disasters: Tornado
  • Disasters: Volcano
Word Count: 10,000 to 17,000 words (12 to 20 pages).
Required Reading: GURPS Basic Set and any book with relevant rules content, such as GURPS Bio-Tech for plagues or GURPS Space for astronomical disasters.
Outline: To be created by author using this preapproved template.

Dungeon Fantasy (Series)

Most gamers got their start playing larger-than-life fantasy heroes who smash their way into dungeons, slaughter the monsters inside, and grab the treasure. GURPS supports this kind of fantasy gaming, but it can be hard to figure out which bits and pieces are needed to do it right. The GURPS Dungeon Fantasy series summarizes what's vital and what isn't for hack-and-slash goofiness. Dungeon Fantasy 1: Adventurers explains how to build delvers, Dungeon Fantasy 2: Dungeons shows the GM how to set up and run adventures, and future volumes will tackle more-specialized topics – especially new character archetypes, loot, monsters, special abilities, and traps. We are also seeking Adventures titles for this series!

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set and the GURPS Dungeon Fantasy series to date – especially the third and later volumes – plus GURPS Magic if covering spellcasters or GURPS Powers if presenting new character types with powers.
Recommended Reading: GURPS Fantasy has great advice on every fantasy subgenre, including this one.
Outline: To be provided by author. A preapproved template may eventually be developed.

Encounters (Series)

Encounters are short adventures designed to be dropped into ongoing scenarios and existing campaigns. Examples include a battle in an unusual tactical situation, a broken-down vehicle with interesting passengers, a chance meeting with a powerful supernatural being who poses riddles and grants minor wishes, an opportunity to win or lose money in a contest or a bet, and a roadside market with colorful merchants and goods. The specifications are broadly identical to those for Adventures – so be sure to read those notes! – but the number of events, locations, and NPCs will be smaller. Some Encounters won't need all of those elements, of course. All Encounters will include one extra section: advice on how to recycle and reuse the encounter again and again without it being (too) obvious to the players.

Word Count: 5,000 to 9,000 words (6 to 11 pages).
Required Reading: GURPS Basic Set and any GURPS worldbook relevant to the encounter's genre or setting.
Outline: See the Adventures outline.

Fantasy Folk (Series)

The Fantasy Folk series will provide detailed information on individual fantasy races. Some titles will start with the racial descriptions in GURPS Fantasy Folk for Third Edition and update the stats, while others will describe all-new races . . . but all will go far beyond the two- to four-page entries seen in earlier GURPS products. A Fantasy Folk supplement should leave players dying to play a member of the featured race and GMs with all kinds of thoughts on how to use NPCs of that race as friends, neutrals, and foes. Each installment will describe:

  • One possible racial history, with variants and alternatives.
  • Racial culture: art, kinship, language, religion, sex roles, etc.
  • Racial appearance, physiology, and life cycle.
  • Racial templates – including templates for sub-races and half-breeds.
  • Martial arts, powers, occupational templates, and spells specific to the race.
  • Unusual items, mounts, and pets favored by the race.

For races found on Yrth, the material in GURPS Banestorm is considered canonical. The same goes for material in GURPS Fantasy Folk where Third Edition races are concerned. It's possible for both conditions to apply!

Sample Titles:
  • Top Priority (in this order):
    • Fantasy Folk: Elves
    • Fantasy Folk: Dwarves
    • Fantasy Folk: Orcs
    • Fantasy Folk: Reptile Men
  • Other Third Edition Conversions (only open after top-priority items are written):
    • Fantasy Folk: Gargoyles
    • Fantasy Folk: Ghouls
    • Fantasy Folk: Gnomes
    • Fantasy Folk: Goblins
    • Fantasy Folk: Halflings
    • Fantasy Folk: Kobolds
    • Fantasy Folk: Ogres
  • New Races (only open after top-priority items are written):
    • Fantasy Folk: Cat-Folk
    • Fantasy Folk: Celestials (winged cloud-dwellers)
    • Fantasy Folk: Dragon-Blooded
    • Fantasy Folk: Elementals
    • Fantasy Folk: Great Bears
Word Count: 10,000 to 17,000 words (12 to 20 pages).
Required Reading: GURPS Basic Set, plus GURPS Banestorm for Yrth races and/or GURPS Fantasy Folk for races adapted from Third Edition. New spells must be consistent with GURPS Magic; new fighting styles and weapons, with GURPS Martial Arts; and new powers, with GURPS Powers.
Outline: To be created by author using this preapproved template.
E-Texts to be Provided: Any Third Edition text being adapted to Fourth Edition.

Fantasy-Tech (Series)

While GURPS Low-Tech goes into extensive detail on realistic TL0-4 equipment, a lot of fantasy set at these TLs is full of impossible items that aren't realistic yet aren't precisely – or at least purely – magical. Each Fantasy-Tech catalog will offer a selection of wonders, both artifacts (improbable weapons, vehicles, etc.) and enabling technologies (such as astonishing materials and power sources). This is your chance to examine divergent (TL(x+y)) and superscience (^) tech in low-tech societies! No particular pattern is required . . . much as old-time alchemists and artificers kept haphazard journals and logs, Fantasy-Tech titles are expected to exhibit whimsy, as long as they keep the weapons with the weapons, the ships with the ships, and so on.

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set, GURPS Fantasy-Tech 1 (the only published volume in the series), and GURPS Low-Tech.
Recommended Reading: GURPS High-Tech and GURPS Ultra-Tech for futuristic technologies that would seem fantastic if adapted to low TLs, and GURPS Magic for enchanted items.
Outline: To be provided by author. A preapproved template may eventually be developed.

Foes (Series)

Every game needs bad guys. Mad scientists and ninja clans are fun, but modern-day cops, soldiers, and spies often face more down-to-earth enemies. However, while it's acceptable to name the agencies to which law and security officers belong (see Agencies) – they're funded by tax dollars, after all – it's a touchier proposition to single out less-than-legal groups as villains. For one thing, "terrorist" vs. "freedom fighter" and "cult" vs. "faithful" often comes down to point of view. For another, most such groups don't appreciate the attention! The goal of Foes is to file off the serial numbers and describe broad categories of dangerous organizations that the GM can use in his campaign. Each volume will look at one class of baddies and offer:

  • A definition of the phenomenon, with historical examples.
  • Typical goals.
  • Practical details: size, territory, reach, wealth, etc.
  • Likely relationships with other Foes groups and government agencies.
  • Internal organization; e.g., cell structure, families, franchises, and ranks.
  • Representative activities and tactics.
  • Details on using the organization as an Enemy or a Patron.
  • Character templates for foes at every tier, from foot soldiers to leaders.

The value of this series resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Foes: Cultists
  • Foes: Insurgents
  • Foes: Mobsters
  • Foes: Outlaw Bikers
  • Foes: Street Gangs
  • Foes: Terrorists
  • Banestorm Foes, Transhuman Space Foes, and Traveller Foes titles use the same specs, but replace the requirement for real-world knowledge with the need to follow setting canon.
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set.
Outline: To be provided by author. A preapproved template may eventually be developed.

Furries

Anthropomorphic animals (and zoomorphic people!) – often known as furries – play a major role in anime, comics, speculative fiction, and mythology. From the animal-headed gods of ancient Egypt to the "apes" of Planet of the Apes, from the original Minotaur to futuristic bioengineered beast-men, these creatures are a central feature of many genres, yet GURPS books have largely treated them as a sideshow act. Furries is intended to correct that oversight. It will give roughly equal attention to the following elements:

  • Furry tropes and genre conventions, with extensive advice on running games featuring anthropomorphic animals in just about any genre or setting.
  • Simple guidelines for creating furry "racial templates" that take the stance that furry "races" don't require complex rules but work best as humans with one or two animal features and a nonhuman disposition.
  • Prefabricated furry "races," ready for game play, that focus more on flavor and personality than on stats and abilities.

We shouldn't have to say this, but we will: we aren't interested in anything that veers in the "yiffy" or "furvert" direction . . . even a little. Potential authors who don't know what that means aren't at any disadvantage.

Word Count: 25,000 to 39,000 words (30 to 47 pages).
Required Reading: GURPS Basic Set and GURPS Bio-Tech.
Outline: To be provided by author. A preapproved template may eventually be developed.

High-Tech (Series)

GURPS High-Tech is a huge book, jam-packed with gear . . . but human ingenuity, especially in modern times, could fill an entire library! Each volume in the High-Tech series will select a field of endeavor and then expand the narrow selection of relevant hardware from GURPS High-Tech (which will be considered canonical, and reproduced in the relevant High-Tech supplements for completeness' sake) into a detailed catalog of tools for pros who work in the chosen field. It might even include a vehicle or two, presented according to the instructions under Vehicles. The aim is to give specialist PCs all the kit they need to do their jobs properly – and of course to help GMs run campaigns that focus on such PCs.

The value of this series resides almost entirely in the quality of the research. "Make stuff up" won't be acceptable, and would-be authors who have extensive real-life experience with the subject matter will get preferential treatment. We just might ask for a resume!

Sample Titles:
  • High-Tech: 911 (all the gear in ambulances and fire trucks, plus an example of each vehicle type)
  • High-Tech: Hollywood Studio (lighting, masks, makeup, and other F/X, smoke, and mirrors)
  • High-Tech: Machine Shop (portable and power tools galore)
  • High-Tech: Photography Studio (filters, lenses, tripods, and 101 cameras)
  • High-Tech: Ship's Locker (nautical gear, from rope to the latest electronics)
  • High-Tech: Spy-Tech (we don't expect real spies to apply, but we will ask for a good bibliography)
Word Count: 5,000 to 24,000 words (6 to 29 pages).
Required Reading: GURPS Basic Set and GURPS High-Tech.
Recommended Reading: GURPS High-Tech: Pulp Guns 1 and GURPS High-Tech: Pulp Guns 2.
Outline: To be provided by author. A preapproved template may eventually be developed.
E-Texts to be Provided: Relevant excerpts of GURPS High-Tech.

Hot Spots (Series)

The Hot Spots series will look at Earth's history up to the present day through the eyes of both the opportunists who seek to benefit from political or social upheaval (black marketeers, bounty hunters, grifters, kingmakers, mercenaries, etc.) and the individuals tasked to keep order. Each Hot Spots supplement will visit a specific locale – which might be a city, a nation, or a general geographical region – that has major criminal, espionage, guerrilla, and/or military activity that stops short of open warfare. If the hot spot is a city, even wartime is fine, provided the focus is on city life rather than the battle at the city walls. Important elements will include:

  • An overview of the military, political, and/or social situation.
  • If the hot spot is urban, a stats block prepared using GURPS City Stats.
  • Information on the major personalities and factions.
  • A timeline of important events (where applicable).
  • Descriptions of important locations – be they buildings or entire provinces.
  • Maps (the author must provide these!).
  • Adventure seeds.

The goal is to set up the hot spot as a major destination for adventure or even as the backdrop for an extended campaign, so the focus will be on plots and events, not game mechanics. Hot Spots volumes will remain extremely rules-light, leaving armaments, character sheets, and the like to other works. Thus, they're a good choice for experienced writers with limited GURPS rules experience.

Sample Titles:
  • Hot Spots: Crusades-Era Jerusalem
  • Hot Spots: Modern Middle East
  • Hot Spots: Post-Soviet Russia
  • Hot Spots: Prohibition-Era Chicago
  • Transhuman Space Hot Spots and Traveller Hot Spots titles use the same specs, but replace the requirement for real-world knowledge with the need to follow setting canon.
Word Count: 10,000 to 24,000 words (12 to 29 pages; subtract about 850 words per page of maps).
Required Reading: GURPS Basic Set, plus at least one of the worked examples in the GURPS Hot Spots series to date.
Outline: To be provided by author. A preapproved template may eventually be developed.

Infinite Worlds (Series)

The world we know today is the product of pivotal events in the past . . . but what if the outcomes of some of those events had been different? What would the world look like now? That's what the Infinite Worlds series aims to find out! Each installment will visit one or more parallel Earths where history took a different turn at a crucial "decision point" in the past and present these as timelines for use with the GURPS Infinite Worlds setting. The following details are needed for each parallel:

  • History, with a special focus on the divergence point.
  • Geography and society.
  • Activities of Infinity (including ISWAT, White Star, and Time Tours), Centrum, the Cabal, Reich-5, and others.
  • Guidelines for characters – both PC recruits and NPC allies and enemies.
  • Technology, especially divergent technology.
  • Adventure seeds.

If the setting requires maps, then the author must provide these as well. Everything in GURPS Infinite Worlds is considered canon. Infinite Worlds titles that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set and GURPS Infinite Worlds, plus the Third Edition supplements GURPS Alternate Earths and GURPS Alternate Earths 2.
Recommended Reading: GURPS Infinite Worlds: Britannica-6, GURPS Infinite Worlds: Collegio Januari, and GURPS Infinite Worlds: World of Horror are good worked examples.
Outline: To be provided by author. A preapproved template may eventually be developed.
E-Texts to be Provided: Relevant excerpts of GURPS Infinite Worlds.

Loadouts (Series)

Specialist PCs often need a lot of gear . . . but knowing what's required, and where to find it, can be tricky. Loadouts supplements will do for equipping characters what character templates do for creating them: make the exercise a simple matter of picking items off a list and writing them down on the character sheet. A Loadouts catalog will provide several sets of carefully cost- and weight-checked equipment for members of closely related professions, with "lenses" for different budgets and a variety of situations. Each will include armor, clothing, tools, weapons, and all the accessories – down to the smallest battery and last round of ammo – along with holsters, load-bearing gear, and packs to carry it all. Items will have default locations ("on belt," "in vest pocket," "in pack," etc., and even "in vehicle" and "in camp"), and the weight of common configurations will be worked out for instant access when using the encumbrance rules.

The value of Low-Tech Loadouts and High-Tech Loadouts titles resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Low-Tech Loadouts
    • Low-Tech Loadouts: Tribal Warriors
    • Low-Tech Loadouts: Age of Sail Explorers
  • High-Tech Loadouts
    • High-Tech Loadouts: EMT and Rescue
    • High-Tech Loadouts: Police and Security
    • High-Tech Loadouts: Spies and Thieves
    • High-Tech Loadouts: Techies and Repairmen
  • Ultra-Tech Loadouts
    • Ultra-Tech Loadouts: Cyberpunks
    • Ultra-Tech Loadouts: Soldiers
    • Ultra-Tech Loadouts: Space Crew
Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set, plus GURPS Low-Tech, GURPS High-Tech, and/or GURPS Ultra-Tech.
Recommended Reading: GURPS Loadouts: Monster Hunters and GURPS Dungeon Fantasy 13: Loadouts are good worked examples. Neither uses the title structure above, and we would be equally flexible if we received a sufficiently good proposal that didn't quite fit.
Outline: To be provided by author. A preapproved template may eventually be developed.
E-Texts to be Provided: GURPS Low-Tech, GURPS High-Tech, and/or GURPS Ultra-Tech, if required.

Locations (Series)

It never fails . . . if the GM has plans for Mr. X's secret hideout, the Wombat Liberation Army training compound, and the Dungeons of Doom, then the players will steer the action toward the local bus station, golf course, or blacksmith's shop. Locations aims to solve this problem by providing "generic" ready-to-use buildings and outdoor scenes that are likely to come up in play. Each installment will include:

  • Text description of the location and its layout.
  • Detailed floor plans and maps, carefully keyed to the rest of the work (the author must provide these!).
  • Defenses and security measures, with game stats.
  • Inventory of any equipment present (furniture, lighting, etc.), also with stats.
  • Stats for anything else that's likely to need them; e.g., the DR and HP of doors and walls.
  • Short descriptions of typical NPC occupants.
  • Adventure seeds.

We're also interesting in battlefields, which would be treated in much the same way but with more focus on tactical considerations such as concealment, cover, elevation, and obstacles. Whatever the nature of your location, be sure to identify the broad era and/or setting for which it's intended when you propose it: ancient Rome, generic modern day, medieval Europe, Old West, Prohibition-era America, Renaissance Europe, Tokugawa-era Japan, WWI, WWII, etc.

Sample Titles:
  • Locations: Medieval Castle Dungeon
  • Locations: Medieval Inn
  • Locations: Modern Bank
  • Locations: Modern Military Checkpoint
  • Locations: Modern Oil Rig
  • Locations: Modern Research Lab
  • Locations: Modern Third-World Arms Bazaar
  • Locations: Modern Warehouse
  • Locations: Old West Abandoned Mine
  • Locations: Old West Saloon
  • Locations: Prohibition-Era Speakeasy
  • Locations: Renaissance Roadhouse
  • Locations: Roman Bathhouse
  • Locations: WWII Aerodrome
  • Banestorm Locations, Transhuman Space Locations, and Traveller Locations titles use the same specs, with the additional requirement of being consistent with setting canon.
Word Count: 17,000 to 39,000 words (21 to 47 pages; subtract about 850 words per page of maps).
Required Reading: GURPS Basic Set, plus at least one of the worked examples in the GURPS Locations series to date.
Outline: To be provided by author. A preapproved template may eventually be developed.

Low-Tech (Series)

GURPS Low-Tech contains piles of TL0-4 equipment, and the GURPS Low-Tech Companion series piles the gear even higher. However, history is long and marked by constant innovation, meaning that the above works are necessarily overviews that offer only the most "generic" versions of most items. Each Low-Tech title will take a particular class of artifacts touched upon in these books (whose write-ups will be considered canonical, and reproduced in the relevant Low-Tech supplements for completeness' sake) and refine, interpolate, and expand to give the topic its full due. Goals include exploring the evolution of technologies within each TL, showcasing variations unique to particular cultures and regions, and offering optional detail on how this gear was used, maintained, and modified.

The value of this series resides almost entirely in the quality of the research. "Make stuff up" won't be acceptable, and would-be authors who have extensive academic or reenactment experience with the subject matter will get preferential treatment. If you claim such experience, be prepared to offer a publications list or other proof!

Sample Titles:
  • Low-Tech: Archery (all the world's bows and arrows, with optional detail on their use)
  • Low-Tech: Healing Herbs (many real-world plants, with detailed and specific medicines made from them)
  • Low-Tech: Secrets of the Masons (types of stone and their properties, plus stoneworking gear for each TL)
  • Low-Tech: Ship's Locker (nautical gear, from rope to sailcloth to navigational aids)
Word Count: 5,000 to 24,000 words (6 to 29 pages).
Required Reading: GURPS Basic Set, GURPS Low-Tech, GURPS Low-Tech Companion 1, GURPS Low-Tech Companion 2, and GURPS Low-Tech Companion 3.
Recommended Reading: GURPS Low-Tech: Instant Armor is a worked example of how to take a class of items and flesh it out in a useful direction.
Outline: To be provided by author. A preapproved template may eventually be developed.
E-Texts to be Provided: Relevant excerpts of GURPS Low-Tech and the GURPS Low-Tech Companion volumes.

Magic (Series)

GURPS Magic contains hundreds of spells, but wizards are always looking for – or inventing – new (or very old!) magical secrets. Each Magic volume will expand the spell list for one of the 24 canonical magical colleges defined in GURPS Magic, adding dozens of spells and spell variants. It will also present any new stats or rules those spells need. For instance, if your plans for GURPS Magic: Body Control Spells involve afflictions that aren't on pp. B428-429, then you'll need to define them . . . and if you intend to take a crack at GURPS Magic: Meta-Spells, then you'll probably want to add some detail on mana. Advice on creating casters who specialize in the college is always welcome, and may even include a small number of perks, meta-traits, spell techniques, etc.

All items in this series will have a title of the form GURPS Magic: <College Name> Spells. If you can't word the title that way, then you're probably proposing something that would fit better in the Thaumatology series.

Rules geeks only, please!

Sample Titles:
  • Magic: Air Spells
  • Magic: Animal Spells
  • Magic: Body Control Spells
  • Magic: Communication and Empathy Spells
  • . . . and so on
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set, GURPS Magic, and GURPS Magic: Plant Spells.
Recommended Reading: GURPS Thaumatology and GURPS Thaumatology: Magical Styles.
Outline: To be provided by author. A preapproved template may eventually be developed.

Martial Arts (Series)

GURPS Martial Arts builds extensively on the combat rules in the GURPS Basic Set. Perhaps more importantly, though, it introduces the concept of fighting styles, which bring roleplaying to the battlefield by giving warriors distinctive moves, tactics, and weapon preferences. The Martial Arts series will take this idea and run with it, describing additional styles for interesting fighters, exploring the culture behind them, and examining the honor codes and lifestyles of the fighting men themselves. Each supplement will include:

  • History and background of a style or a group of related styles.
  • Style write-ups similar to those in GURPS Martial Arts, possibly with new Style Perks and techniques.
  • Details about fighters who use those styles, with character templates.
  • New weapons, armor, and/or training equipment.
  • Notes on using the featured styles as the basis for an adventure or a campaign, with special emphasis on tournaments and competitions.
  • Sample NPC fighter(s) to take up against similar NPCs from other Martial Arts titles.

We're looking for both real and invented styles. Martial Arts titles that feature real-world martial arts will be held to high standards of research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Martial Arts: Fantasy Monk
  • Martial Arts: Migration Era Styles
  • Martial Arts: Modern MMA
  • Martial Arts: Native American Styles
Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set, GURPS Martial Arts, and at least one of the worked examples: GURPS Martial Arts: Fairbairn Close Combat Systems or GURPS Martial Arts: Gladiators.
Outline: To be created by author using this preapproved template.

Modern World (Series)

The world we live in is an extremely complicated place. Adventurers must not only deal with a bewildering number of often-dangerous people (see Agencies and Foes), places (see Hot Spots and Locations), and things (see High-Tech and Loadouts) – they frequently have to engage in or prevent high-risk activities. The objective of the Modern World series is to look at these deeds in detail, thereby providing the final element needed to describe the modern world as a campaign setting. Each title will choose an interesting civil, corporate, criminal, military, scientific, or security activity and provide:

  • An overview of the featured task.
  • Real-life examples.
  • Skills and rules needed to engage in and, where applicable, foil that activity.
  • Specialized equipment, techniques, and other game-mechanical items.
  • Adventure seeds.

The value of this series resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Modern World: Computer Crime (cracking, hacking, etc.)
  • Modern World: In the Hot Zone (tracking and containing outbreaks)
  • Modern World: Mineral Exploration (especially when locals, beasts, terrain, climate, and protesters get in the way)
  • Modern World: Peacekeeping
  • Modern World: Smuggling
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set.
Outline: To be provided by author. A preapproved template may eventually be developed.

Monster Hunters (Series)

Probably the most popular flavor of urban fantasy in the late 20th century and early 21st depicts the secret war waged by brave heroes against paranormal evil lurking in the modern world. The GURPS Monster Hunters series summarizes just the parts of GURPS you need to run a campaign that pits humanity's champions – not all of them entirely human! – against everything from cultists through cryptids to outright supernatural monsters. Monster Hunters 1: Champions is a one-stop guide to heroes and powers, while Monster Hunters 2: The Mission covers how to go forth and stomp the Enemy with spells, silver bullets, and a liberal application of shoe leather. Future works will tackle new aspects of this specialized genre, offering crunch and detail without so much complexity that the mighty hunters end up paralyzed with confusion.

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set and the GURPS Monster Hunters series to date.
Recommended Reading: GURPS Horror and GURPS Loadouts: Monster Hunters.
Outline: To be provided by author. A preapproved template may eventually be developed.

Powers (Series)

GURPS Powers generalizes the rules for psionics in the GURPS Basic Set to cover any kind of superhuman power imaginable. It's a powerful tool kit . . . but it requires a significant time investment to learn and use. Sometimes, the GM just needs a ready-made power with fully worked-out abilities – especially at character creation, when the lack of a canonical set of abilities can frustrate new players while giving munchkins too much freedom. The Powers series will meet this need by describing sets of related powers in extreme detail. Each supplement will include:

  • An overview of the powers.
  • Power write-ups similar to those in GURPS Powers, giving the source, focus, Talent, and power modifier in each case.
  • Ability write-ups with all the modifiers and point costs worked out in detail, like the sample abilities in GURPS Powers.
  • New modifiers, if required.
  • Discussion of which optional rules from GURPS Powers especially suit the powers . . . and which ones don't.
  • Details for creating typical users of the powers, with character templates.
  • Sample NPCs that illustrate how the powers and templates look in practice.
  • Notes on using the powers in a campaign, with special attention to their interactions and balance with other kinds of powers.

Rules geeks only, please!

Sample Titles:
  • Powers: Chi (a variety of martial-arts themed powers)
  • Powers: Classical Elements (powers of air, earth, fire, and water)
  • Powers: Good and Evil (extensive powers of good and evil, carefully balanced, for use in settings defined by a bipartite morality)
  • Powers: Shamanism (a single shamanic power with a structured set of spirit abilities corresponding to totems, ancestral spirits, etc.)
Word Count: 10,000 to 17,000 words (12 to 20 pages).
Required Reading: GURPS Basic Set, GURPS Powers, and the only currently published example, GURPS Powers: Divine Favor.
Outline: To be provided by author. A preapproved template may eventually be developed.

Space Atlas (Series)

One of the key elements of memorable space fiction – and one of the most important elements of a good space campaign – is the presence of interesting star systems for the heroes to visit as scouts, explorers, ambassadors, tourists, merchants, spies, and conquerors. Unfortunately, it's a lot of work to create a fully realized solar system with all of its planets and moons . . . the civilizations on those worlds . . . the fleets and outposts of those civilizations . . . and so on. That's where the Space Atlas series steps in! Each volume will describe a star system in enough detail that the GM could set a campaign there, yet not lose sight of the fact that in an interstellar campaign, the PCs might merely drop by from time to time. Contents will include:

  • System astrography, with stats worked out according to GURPS Space.
  • Descriptions of major worlds, with stats and maps.
  • Descriptions of the local powers and civilizations.
  • Fleets, forces, and dispositions.
  • Notes on designing locals as PCs and NPCs, including racial templates for nonhuman natives.
  • Adventure seeds, with special attention to exploration, trade, espionage, and warfare.
  • Three "lenses": one for using the system as the focus of a single-system campaign, one for hard-science interstellar gaming, and one for space-opera interstellar gaming.
  • Traveller Locations titles use the same specs, with the additional requirement of being consistent with setting canon.

We might eventually coordinate these by placing them on a star map, but this isn't an immediate priority. Watch this space for future developments!

Word Count: 17,000 to 39,000 words (21 to 47 pages).
Required Reading: GURPS Basic Set and GURPS Space.
Outline: To be provided by author. A preapproved template may eventually be developed.

Spaceships (Series)

Space gaming needs spaceships, and the GURPS Spaceships series aims to deliver. Each installment will focus on a particular category of spaceships – from sexy starfighters and mighty cruisers to mundane-but-vital industrial vehicles and freighters – and offer ready-to-go spaceship stats generated using the design system in the first volume. It will also include any new components needed to do the job. Rounding this out will be rules for using all these specialized spacecraft and technologies in a science-fiction campaign.

Word Count: 17,000 to 39,000 words (21 to 47 pages).
Required Reading: GURPS Basic Set and the GURPS Spaceships series to date.
Recommended Reading: GURPS Space and GURPS Ultra-Tech.
Outline: To be provided by author. A preapproved template may eventually be developed.

Supporting Cast (Series)

Named villains and large organizations (see Agencies and Foes) are great . . . but sometimes, the GM needs a small- to medium-sized group that's a bit more like a party of PCs. This can be challenging and time-consuming to pull together, because while hordes are easy – create one NPC and clone as necessary – teams require the careful crafting of very different individuals with particular roles and abilities. The Supporting Cast series assists the GM by describing generic teams that are likely to show up during adventures. Each supplement will include:

  • A group overview, noting any chain of command – including a quick-reference roster.
  • How to use the group as an Ally or Enemy, including its power level and point cost in such roles.
  • Detailed character sheets for major team members, identified not by name but by position, role, and/or rank.
  • Abridged character sheets for minor team members, pets, mascots, etc.
  • Group vehicles, buildings, heavy weapons, etc.
  • Group tactics.
  • Adventure seeds.

Each Supporting Cast team is a lot like a party of PCs, and could even be used as pregenerated PCs in a demo or a convention game. As such, the NPCs should be reasonably efficient, interesting characters with no abilities that would be completely unsuitable for PCs.

Sample Titles:
  • Supporting Cast: Corporate Security Force
  • Supporting Cast: Criminal Crew (in the caper movie sense)
  • Supporting Cast: Medieval Bandit Gang
  • Supporting Cast: Modern Pirate Crew
  • Supporting Cast: Ninja!
  • Supporting Cast: Private Military Company
  • Supporting Cast: SWAT Team
  • Supporting Cast: TL10 Starship Crew
  • Supporting Cast: WWII Squad – Germany
  • Supporting Cast: WWII Squad – U.S.
  • Banestorm Supporting Cast, Transhuman Space Supporting Cast, and Traveller Supporting Cast titles use the same specs, with the additional requirement of being consistent with setting canon.
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set, GURPS Supporting Cast: Age of Sail Pirate Crew (the only currently published example), plus any book needed for NPC equipment or special abilities..
Outline: To be provided by author. A preapproved template may eventually be developed.

Thaumatology (Series)

GURPS Thaumatology offers numerous variations on the magic rules in GURPS Magic, along with entirely new magic systems that have little or no connection to mana or spells. However, it's more tool kit than catalog, and applying its ideas can entail significant time and effort. The Thaumatology series will remedy this, giving the GM ready-to-use magic variants and putting them into context. Some volumes will consist entirely of worked rules examples, while others will demonstrate the versatility of GURPS Thaumatology through genre or setting material.

Rules geeks only, please!

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set and GURPS Thaumatology, plus GURPS Magic if the supplement covers spell-based magic or GURPS Powers if it covers innate abilities.
Recommended Reading: GURPS Thaumatology: Magical Styles is a good example of pure rules; GURPS Thaumatology: Urban Magics shows how to offer rules alongside genre material; and GURPS Thaumatology: Age of Gold and GURPS Thaumatology: Alchemical Baroque illustrate rules embedded in settings.
Outline: To be provided by author. A preapproved template may eventually be developed.

Transhuman Space (Series)

For greatly expanded information on the following, read the Transhuman Space Wish List.

We are seeking supplements that support Transhuman Space with corporations, research teams, splinter factions, bioroids, parahumans, interesting locations, and just about anything else that fits the setting. These must obey the specifications for Adventures, Agencies, Encounters, Foes, Hot Spots, Locations, Spaceships, Supporting Cast, or Vehicles – as applicable – but be specific to the Transhuman Space setting. Where Transhuman Space canon and these other specifications don't quite agree, canon takes precedence. When in doubt, ask SJ Games. Transhuman Space titles that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set, Transhuman Space: Changing Times, and any Transhuman Space title relevant to the work – at minimum, the core worldbook. All game statistics must be consistent with GURPS Bio-Tech and GURPS Ultra-Tech.
Recommended Reading: Other examples of Transhuman Space books for GURPS Fourth Edition include Transhuman Space: Cities on the Edge, Transhuman Space: Martial Arts 2100, Transhuman Space: Personnel Files 2 – The Meme Team, Transhuman Space: Personnel Files 3 – Wild Justice, Transhuman Space: Personnel Files 4 – Martingale Security, Transhuman Space: Personnel Files 5 – School Days 2100, Transhuman Space: Shell-Tech, and Transhuman Space: Transhuman Mysteries.
Outline: See specifications for relevant series.

Traveller (Series)

We are seeking supplements that support Traveller with plots, cargoes, starports, and just about anything else that fits the setting. These must obey the specifications for Adventures, Agencies, Encounters, Foes, Hot Spots, Locations, Space Atlases, Spaceships, Supporting Cast, or Vehicles – as applicable – but be specific to the Traveller setting. Where Traveller canon and these other specifications don't quite agree, canon takes precedence. When in doubt, ask SJ Games. Traveller titles that depart from canon without explicit permission from SJ Games are subject to summary rejection.

Word Count: 10,000 to 39,000 words (12 to 47 pages).
Required Reading: GURPS Basic Set and any Traveller title relevant to the work – at minimum, GURPS Traveller: Interstellar Wars. All game statistics must be consistent with GURPS Ultra-Tech.
Outline: See specifications for relevant series.

Vehicles (Series)

Without vehicles, how could adventurers and their foes chase each other along roads and cross-country . . . over and under water . . . through the sky . . . and out into space? Vehicles are a vital part of adventure fiction! The Vehicles series will deliver the goods.

Each supplement will describe 7-15 closely related vehicles of a particular era, nation, and/or class (preferably all three). Vehicle format will be identical to that used for vehicles in GURPS High-Tech and GURPS Ultra-Tech. Stats will be assigned in line with real-world stats and with the vehicles in print books (mainly the aforementioned tech books and the GURPS Basic Set) – not calculated using the as-yet-unreleased GURPS Vehicle Design. Contents will include:

  • Brief introduction and overview.
  • One- to two-page description of each vehicle, including crew, crew skills, and components.
  • Vehicle statistics in a table, using the notation and abbreviations on pp. B462-465.
  • Appendix describing special components used by the vehicles.
  • Adventure seeds.

For real-world vehicles, the author should also attempt to locate photos or historical art in the public domain to illustrate the work. If the vehicles are fantastic or futuristic, the author will instead have to provide detailed art specs, and be willing and able to work closely with an artist.

Sample Titles:
  • Vehicles: Biremes and Triremes
  • Vehicles: Carts, Coaches, and Wagons
  • Vehicles: Classic Roadsters
  • Vehicles: Cold War NATO Fighter Jets
  • Vehicles: Enchanted Flying Machines
  • Vehicles: Fantasy War Wagons
  • Vehicles: Modern Motorbikes
  • Vehicles: Modern U.S. Fighter Jets
  • Vehicles: Patrol Boats
  • Vehicles: Sports Cars of the 80s, 90s, and 00s
  • Vehicles: TL10 Space Marine Strike Vehicles
  • Vehicles: WWII Axis Tanks 1944-1945
  • Transhuman Space Vehicles and Traveller Vehicles titles use the same specs, with the additional requirement of being consistent with setting canon.
Word Count: 10,000 to 24,000 words (12 to 29 pages).
Required Reading: GURPS Basic Set, GURPS Low-Tech, GURPS High-Tech, and GURPS Ultra-Tech. Even after GURPS Vehicle Design is released, it won't be required.
Outline: To be provided by author. A preapproved template may eventually be developed.

Who's Who (Series)

History's movers and shakers make great NPCs for both real-world and parallel-history campaigns. The Who's Who series will continue the tradition started by the Third Edition sourcebooks GURPS Who's Who 1 and GURPS Who's Who 2. Each Who's Who supplement will provide descriptions, character sheets (consistent with the guidelines established in the original Who's Who books, suitably updated to Fourth Edition), brief biographies, adventure seeds, and "what-ifs" (e.g., "What if they saved Hitler's brain?") for several historical figures connected by deeds, events, locale, profession . . . and preferably several of these things. Good candidates include artists, generals, inventors, reformers, scientists, spiritual leaders, and statesmen, but there are dozens of other possibilities!

The value of this series resides almost entirely in the quality of the research. Prospective authors should be ready with a bibliography and be prepared to defend their knowledge of the subject matter.

Sample Titles:
  • Who's Who: 1930s Gangsters
  • Who's Who: 1960s Pop-Culture Icons
  • Who's Who: Cold War Spies
  • Who's Who: Old West Gunfighters
  • Who's Who: Union Generals
  • Who's Who: WWII Leaders
Word Count: 10,000 to 17,000 words (12 to 20 pages).
Required Reading: GURPS Basic Set, GURPS Who's Who 1, and GURPS Who's Who 2.
Outline: To be provided by author. A preapproved template may eventually be developed.

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