e23 digital content from Steve Jackson Games

e23 News Archive: January 2009

2005 News:JanFebMarAprMayJunJulAugSepOctNovDec
2006 News:JanFebMarAprMayJunJulAugSepOctNovDec
2007 News:JanFebMarAprMayJunJulAugSepOctNovDec
2008 News:JanFebMarAprMayJunJulAugSepOctNovDec
2009 News:JanFebMarAprMayJunJulAugSepOctNov

( oldest first | newest first )


January 31, 2009: Cheater, Cheater, Bad Guy Beater

Kick. Punch. It's all in the mind. But it's safe to say that not all of us can keep straight in our head whether Two-Handed Punch does thrust+1 damage or thrust at +1d. Well, we've got a little game aid here that will gladly tell you the answer. (And it's a trick question, actually. You use the better of the two.)

It goes by the name of GURPS Martial Arts Techniques Cheat-Sheet. Or "GURPSMATCS." Which . . . actually, isn't much shorter. That that's okay, because while it might not be light on syllables, it is light on your wallet. Very light. As in, free.

And you can't beat free. Not even with a Two-Handed Punch.

-- Fox Barrett



January 30, 2009: Those Generic Men And Their Universal Machines

Okay, so we released GURPS Fourth Edition a few years back. And, yeah, it was a substantial enough change to render a certain book called GURPS Classic: Vehicles, well . . . less than useful.

But, hey! That's no reason to completely turn your back on the thing. Nobody ever said you had to go over to Fourth Edition. (We did? Oh. Well. Um. What'd ya listen to us for, huh?) In fact, you might be perfectly happy with that legion of books that make up the GURPS Third Edition line. Or perhaps you're the collector type, and you've got shelves full of Third Edition books. Want to make room for the new Fourth Edition material but don't have the heart to throw out your venerable venerables? Then this PDF is perfect! See? Plenty of good reasons to buy this book.

Plus, if you don't buy it, I'll start groveling. And nobody wants to see that. Nobody.


-- Fox Barrett

 



January 29, 2009: More Spaceships?

Why, yes, thank you!

Got a couple new spacey ships, by way of the Future Armada line. First up is the Gryphon, a ship geared towards the strategic elimination of political or strategic undesirables in exchange for monetary compensation. (So, a "cool merc ship.") Compact for swiftness, well-armed for protection, and just darned handy when you need to make a particularly hasty egress from an unfortunate series of events.

The other ship? Why, that'd be the MisFortune. It's a cargo-hauler of epic proportions and even more epic failures. But don't let that deter you from purchasing this fine purchasable. Everyone loves an underdog, right? And this ship is really . . . quaint . . . in a "the hull is falling apart, the radio doesn't work, and the engines look like they're about to burst" sort of way.


-- Fox Barrett

 



January 28, 2009: Pass The Rhum Around

Tired of those Steven Marsh and Sean Punch jokers filling up the e23 front page with their jibber-jabber? Me too! So I'm back in my rightful place as The Guy What Tells All'a Youse About Things. (Where have I been? Sorry, but if you were cleared for that, you'd already know.)

So just what is it that I'm here to tell youse peoples about? Well, today, I'm thinking I should mention the Rhum books from Board Enterprises. They're a trifecta of gaming goodness strong enough for any game system, but PH-balanced for Legend Quest. The first book is, appropriately enough, titled Welcome to Rhum. It sets you up with a nice overview of the city. Things get more specific in book 2, Warrior Guilds of Rhum. Two guesses what that one's about. And bringing up slot number three is Lost in Rhum, which is a nice little read about not-so-nice places.

So be a pal. Buy a book! Convince me that my bizarre little tirades aren't tiraded in vain.


-- Fox Barrett



January 27, 2009: Boot To The Head!

Speaking of 2009 (weren't we?), we continue to lay the groundwork for our plans for future e23 releases, by subtly mentioning recent projects that might spark your interest and whet your appetite for similar offerings in 2009. And you'll never realize we're doing it, because we're that darn clever. Unless we were to stupidly mention those plans in a blatantly self-referential post.

Where were we?

Ah, yes. Ummm . . . did you happen to catch last year's GURPS Martial Arts: Fairbairn Close Combat Systems, a supplement for GURPS Martial Arts? It's a neat expansion and exploration of a real-world style, along with its history and real-world applicability. It also has optional rules for using guns in close combat, which might be useful to a lot of folks. Optional gun rules are fun!

So if you enjoy kicking butt and taking names, consider this specialized book. And then see what the future holds . . .


-- Steven Marsh



January 26, 2009: Paraskevidekatriaphobics Beware!

Friday the 13th is just a couple of weeks away. In fact, in 2009, there will be three Friday the 13ths, which is as many as you can get in a year!

And what's a Friday the 13th without monsters? We might recommend GURPS Creatures of the Night, Vol. 1, but -- in the tradition of a long-running Friday-the-13th-related movie series -- you might find one of the sequels to that book more inspiring.

And why are we mentioning Friday the 13th so early? Well, maybe we've got something up our sleeves to help even the odds against the waves of darkness that threaten humanity.


-- Steven Marsh



January 25, 2009: Changing Times Indeed

Recently, we appointed Phil Masters as the Transhuman Space line editor. This represents something of a change. That post had stood vacant for several years; in fact, it was last filled by setting creator David Pulver when he was on staff back in the early 2000s. The hiatus wasn't because we didn't care about the line. It was because the line was for GURPS Third Edition, and we got off to a slow start resuming work on it after putting it on hold to develop GURPS Fourth Edition. The reasons for this were complex, but "not enough staff or money" sums them up nicely.

But with the installation of a new line editor, work has resumed on TS. Phil has given us two crucial items to reboot the setting for GURPS Fourth Edition. Neither is exactly new, but if you haven't been keeping up with TS news lately – kind of understandable after a long pause – then you might want to check them out. The first is GURPS Transhuman Space: Changing Times, which is an update of the core rules for characters and technology to GURPS Fourth Edition. The second is GURPS Transhuman Space: Shell-Tech, which provides up-to-date stats for cybershells and bioshells.

And 2009 looks promising. We have four or five new TS supplements in various stages of completion, and now we have somebody to steer them for us. Here's to the setting being uploaded into an all-new body for a new lease on life!

– Sean Punch



January 24, 2009: Spaceships, Spaceships, And More Spaceships

When it comes to cranking out GURPS content, David Pulver is a machine. And sometimes, he even writes about machines. The GURPS Spaceships series demonstrates both principles. Even as I write this, GURPS Spaceships 3: Warships and Space Pirates and GURPS Spaceships 4: Fighters, Carriers, and Mecha are wending their way through editing, while GURPS Spaceships 5: Exploration and Colony Spacecraft is moving toward playtest.

Which seems like a great time to remind you to check out the seminal GURPS Spaceships and its sequel, GURPS Spaceships 2: Traders, Liners, and Transports.

– Sean Punch



January 23, 2009: The "Last Words" On Fairy Tales And Superheroes

Pyramid Magazine has a Last Word feature, where we ask industry luminaries what their recommended word relating to the issue's theme is. Those of you who read Pyramid #3/1: Tools of the Trade - Wizards may have noted that our chosen expert was Chad Underkoffler, the creator of the award-winning The Zorcerer of Zo. This book looks at the tropes and ideas that make fairy tales work, and includes a full description of the Land of Zo, a magical land ready for adventure. Check it out!

Of course, Chad's also the genius behind Truth & Justice, which proves the same genre-exploration of costumed crusaders, so we could just as logically picked him for the Last Word of Pyramid #3/2: Looks Like a Job for . . . Superheroes. But we don't want to name-drop more than one mind-blowing RPG at a time.


-- Steven Marsh



January 22, 2009: The Scoop On Dungeon Fantasy

In early 2008, the New Hotness for GURPS was the GURPS Dungeon Fantasy series. If you somehow missed that news, here's the short version:

Nobody can stop us now! In 2009, we'll delve deeper into the mysteries of hack n' slash fantasy with the goal of unearthing new treasures that you can steal and fight for (or at least buy, right here on e23). For instance, I have proposals from Phil Masters and Matt Riggsby, which I can promise you will become new additions to the series. And there are Others.

– Sean Punch



January 21, 2009: Tour Of The Infinite: 2008 Update

In all, 2008 was a pretty good year for the GURPS Infinite Worlds setting, with e23 providing three different releases for that line. (Of course, any book can be used in the Infinite Worlds, but these three were made with that setting in mind.) The first was Phil Masters GURPS Infinite Worlds: Britannica-6, a timeline where Queen Victoria was never born! Fully detailed for intrigue and adventure, this near-steampunk setting has a flair, flavor, and fervor all its own.

The second was Kenneth Hite's GURPS Infinite Worlds: Collegio Januari, an alternate version of the Infinite Worlds concept itself. This framework places the powers of crossworld travel in the hands of wizards, as members of the College of Janus clash with the Order of Saint Eustathius for the fate of worlds! This epic campaign outline includes character templates, new spells, and background information to bring this conflict to life.

Finally, GURPS Infinite Worlds: Lost Worlds -- also by Kenneth Hite -- provides brief descriptions of six alternate Earths, ranging from a super-scientific Victorian world to a planet ravaged by killer robots. Adventure awaits on every page!

And who knows how the Infinite Worlds will expand in 2009?


-- Steven Marsh



January 20, 2009: Designer's Note: GURPS Thaumatology: Age of Gold

"Write us a PDF setting book to support GURPS Thaumatology," they said.

Well, sure, I can do that. Thaumatology is a book about building lots of magic systems and having them interact, so all I need is a setting with multiple sorts of magic present and interacting.

"All I need." Hah. The possibilities are endless -- this could be yet another free-floating fantasy world -- but I have a feeling that anyone who wants one of those either has plenty of ideas already, or wants more details of geography, history, and society than I can cram in the space available. Anyway, my whims are leading me another way.

A few months back, I edited something completely different for e23: Hans-Christian Vortisch's works on pulp-era guns and people, GURPS High-Tech: Pulp Guns, Volume 1 and Volume 2. There was no magic there, but the pulps are noted for their range of references, including quite a lot of magical stuff. And hey, wasn't that also the era of the first proto-superhero comics, with magic-wielding characters like Mandrake the Magician and Doctor Occult?

Slam this stuff together, add a pinch more history, and call it -- the Age of Gold. Or, as it's more officially known, GURPS Thaumatology: Age of Gold.

-- Phil Masters



January 17, 2009: Unquestionaly, Undeniably, Unconditionally About Ogre

There's not much ambiguation when it comes to a title like The Ogre Book. "What's this book about? Ah, I guess it's about Ogre, what with the four inch letters that say Ogre on the front."

Okay, so the subject matter is clear. But what manner of Ogre-based content might one find inside? Well, there's a few articles from both Steve and People Who Probably Aren't Steve about strategy, the origins of Ogre, and such. There's a handful of scenarios in there, as well. Rounding out the package is the occasional alternate rule. Oh, and there's art. Lots and lots of Ogre art.

Let's see . . . Is there anything else . . . Ah, yes, I nearly forgot. You'll also find a palpable sense of personal satisfaction that will last you until the end of your days. That's gotta be worth something, right?

-- Fox Barrett



January 16, 2009: Periodically Playing Games

Pyramid isn't the only magazine we offer around here. Sure, it's the one we're most proud of, but we're a little biased (for some reason). So what else do we offer? Well, there's a little something Zodiac Gods Publishing likes to call The Sorcerer's Scrolls that just popped up on our list.

Even though it's The Sorcerer's Scrolls 42, don't let the number throw you. This is the first one we have to offer. You see, it's been out of the loop for a bit. But, hey, a little CPR on behalf of ZGP and the old mag is A-OK!

So what's inside? Why, gaming stuff, of course. Gaming news, gaming articles, gamey game bits to plug into your game of choice. Heck, there's even some cool stuff in here for GURPS! And if we can't get behind that, then . . . well, what the heck are we all doing here at e23?


-- Fox Barrett

 



January 15, 2009: One Universe, Coming Up

Need a massive fantasy setting for your game? Not particularly inclined to write out some 340 pages worth of history, culture, and adventure? Got ten bucks?

My friend, Keepers of Lingusia is for you. (All of you. Don't worry, we've got enough to go around for everybody.) It's written with Castles & Crusades in mind, but the bulk of the text is system-generic enough that you could probably plug it into just about anything and go to town. Indeed, it specifically mentions Tunnels & Trolls, if you're also willing to drop a few dollars more on the Troll's Companion.

So check the book out. At .03 cents per page, what have you got to lose? (Besides, I mean, .03 cents. Over and over again. Um . . . Look, just . . . just buy the book, okay?)


-- Fox Barrett

 



January 14, 2009: Designer's Note: GURPS Martial Arts

Kromm here. Still wondering about GURPS Martial Arts? Here's the scoop:

Three words stand out: "attention to detail." Peter Dell'Orto and I took two years (November 2004 to October 2006) to get it perfect. It represents hundreds of bucks in research materials, dozens of interviews with practicing stylists, three complete drafts, and a playtest that ran for over three months. Peter even took a few on the nose as a reality check!

The results were worth it. We jettisoned massive style costs by making the defining features of each style a set of cheap-but-effective beasties that we dubbed "Style Perks." We included a concise, robust technique-design system. We doubled the combat system's size - but left the add-ons optional to enable the GM to fine- tune the realism level. And we covered armed and unarmed arts worldwide, avoiding the tired "martial arts = Asian unarmed fighting arts" clichι.

And now you know!

-Sean "Kromm" Punch



January 13, 2009: The Bigger, The Better

"Better get yourself a bigger gun," that is. And they don't come much bigger than the ones in Paper Miniatures: SciFi Artillery Set.

Sure, you might be thinking, "why do I need a siege tank?" And you may be justified in thinking that. After all, maybe you've never seen the Giant Venom-Cows of Neptune devour a city of thousands in mere minutes. Maybe you don't know the soul-cutting sound of their baleful "moo." Maybe you've never seen the broken survivors, who can no longer look at a glass of milk without going mad - mad - from the sight of it.

. . . But trust me on this one. You want bigger guns. This set provides them quite nicely.


-- Fox Barrett

 



January 12, 2009: Six (Out) Of One

And it'll only cost you (two) half dozen of the other to enjoy it. Perhaps I should explain.

We have, for your excogitation, a dungeon-diving doozy betitled In Search of Adventure. Within? A selection of places to go, people to kill, and riches to reap. The schtick is that they're all designed for lowly first-level characters, so they can serve as nice springboards for your up-and-coming orc-nihilators.

Or it could be six chances for your noobs to learn the hard way that a +3 Strength modifier does not necessarily a hero make.


-- Fox Barrett

 



January 11, 2009: Rules Are Rules

You're adventurers, right? Right. Because it's either that or you guys are really into metal pants and oversized cutlery. So you're off to face a dragon, then?

Well, why not? Did you just come from one or what? Adventurers have to beat up a dragon at some point. Look, I don't write these rules, buddy.  It's . . . cut into a stone somewhere, I'm sure of it.

Don't argue. You might undo the fabric of space-time by trying to undermine a Fundamental Trope. Just take this. It's 0one's Blueprints: Dragon's Peak. It will set things straight.


-- Fox Barrett

 



January 10, 2009: Honey, I Shrunk The RPG

GURPS, in its most basic form, takes around 500 pages to explain. On a good day, you can shrink that down to about 32 pages. A "lite" version, if you will. However, even that lite-size is pretty hefty. Heck, we sell books that big, and this is supposed to be the free and easy version of GURPS! Well, I've got some good news for those of you looking for an even simpler version of GURPS.

Through the miracle of modern micronization, we've manged to cram everything you need to know to be both generic and universal . . . on a single page. That's right, one page. We call it GURPS Ultra-Lite because, well . . . it seems apt, don't you think?

So the next time someone tells you they won't try GURPS because it's too complicated, just bust out this little one-sheet-wonder. Any simpler and you're playing Cops and Robbers.


-- Fox Barrett

 



January 9, 2009: War Is Big

Otherwise it wouldn't be war. It'd be scuffle and an exchanging of harsh words. And while GURPS can simulate that level of conflict just peachy, war has always been something of a problem. I don't know about you, but I certainly wouldn't want to run Gettysburg on a one-second time scale. Especially when I've got all these steam-powered androids and dragon-filed air raids to deal with. (Hey, it's GURPS, and if I want the War Between The States to have ancient wyrms, then by Gorlax, I shall have them!) So yeah, war in GURPS is tricky.

Unless you name is David Pulver. It would seem, from this file in front of my titled GURPS Mass Combat, that Mr. Pulver has it all figured out. Luckily for you and me, he's decided to share. Thanks, David!

Now, back to planning out just how Maede is going close that time portal Lee opened up before those raptors kill all his Martian cavalry.


-- Fox Barrett

 



January 8, 2009: Released January 7, 2009

Released January 7, 2009

Warriors of the Four Circles, Set 3, Mini-Game #79
The Monkey King laughed as his student tried to defeat the Ash elemental that had ambushed them. "No, no, no," he laughed all the harder, "You can't defeat the monster with your hands, think!" He offered his luckless apprentice. "But Master," called out the young man, "Just how do you defeat a monster . . .

Zero-G, Set 3, Mini-Game #80
Smith listened to the screams of his squad mates as the Hive swarm overran their position. "Damn stinking critters ain't going to get me," he swore, standing up out of his foxhole and unloading his laser rifle into the oncoming hoard of nightmarish creatures. Just then, Smith watched as something bloated . . .



January 7, 2009: Released January 6, 2009

Released January 6, 2009

Future Armada: Gryphon
"Gryphon" is a streamlined Kestrel-class escort refit for use in freelance mercenary operations. Meant to serve as a mobile base of operations for a small team of specialists-for-hire, it is able to fill many different roles. It can take the team into dangerous areas, fight its way out, and provide . . . [read more]

Future Armada: MisFortune
Originally christened "Fortune", this massive container ship has suffered a long run of bad luck. Though old and neglected, the ship continues on as if driven by its own purpose. At over 1000 ft long, this heavy can carry 624 of the common HMT-337 cargo containers and is designed to provide power, life . . . [read more]

Welcome to Rhum
As you enter between the stone towers, through the gate in the massive wall, you see a city teeming with people and energy. The City of Rhum is filled with life and opportunity. The streets could take you deeper into the city, but before you get overwhelmed, you should probably get a bed and a meal. . . .

Warrior Guilds of Rhum
Warrior Guilds of Rhum is the second remake of Board Enterprises' famous line of city supplements. Warrior Guilds of Rhum combines the Soldiers' Guild and the Adventurers' Guild, two rivals in the city. In addition to the guildhalls, there is everything from second-hand shops to restaurants and taverns . . . [read more]

Lost in Rhum
Lost in Rhum is the third remake of Board Enterprises' famous line of city supplements. With the changes in the new releases, some of the most loved locations in Rhum were doomed to be put off until much later modules. Lost in Rhum fixes that by detailing many of the original locations that are off the . . . [read more]

Keepers of Lingusia
The Keepers of Lingusia is a dark sword & sorcery world that has been in service now for 28 years. This is classic old-school adventuring, circa 1980! KOL is a compilation of all the primary text documents and maps needed to play, mechanically compatible with Castles & Crusades, and easily used with . . . [read more]

Troll's Companion
The Troll's Companion is a collection of new rules, ideas, monsters and a scenario for use with the Tunnels & Trolls 7th edition RPG. Includes new specialist archetypes, priest spells, magic weapons, talents and disadvantage rules, combat maneuvers, monsters, and the Iron Tower scenario. Join the T& . . .

The Sorcerer's Scrolls 42
The Sorcerer's Scrolls returns! The first issue in 19 years features scenarios and NPCs for Dungeons & Dragons 4th Edition, new worlds and aliens for Traveller, horror characters and plot ideas for GURPS, new kindred for Tunnels & Trolls 7.5, reviews of Mutant Future, T&T 7.5, and Killer Bunnies, an . . . [read more]



January 6, 2009: Released January 5, 2009

Released January 5, 2009

Paper Miniatures: SciFi Artillery Set
War in the future will not just be fought by the grunts, shock troopers and marines. War will be big. Heavy cannon, huge siege tanks, air support, engineers, these will all be needed to back up the poor infantryman. So to go with our other SciFi sets, we now proudly present this set of heavy artillery. . . . [read more]

In Search of Adventure
A Collection of Six Level 1 Adventures Whether you are looking for a quick one-shot game, or are in searching for the perfect adventure to kick off your new 4E campaign, In Search of Adventure delivers. Collected for the first time: six all new adventures by some of the brightest writers of the new edition! . . . [read more]

0one's Blueprints: Dragon's Peak
Dragon's peak is a really strange place. A single mountain peak overlooks a very small hamlet. The peak is almost hollow since it hosts a numerous goblin tribe and an ancient black dragon. How could the hamlet of Dragon Foot survive is a mystery. The hamlet's inhabitants fear the dragon but they keep . . .



January 1, 2009: 2009: Too New For News

Happy New Year, everyone! And welcome to 2009. Our resolution? Oh, about 1280 by 768 pixels. Hah hah- ow! Sheesh, tough crowd.

So, what wonderfully golden morsels of news bring we to thee from the tube-like depths of cyberspace? Um, nothing, actually. In this case, no news is news. We're busy recovering from the holiday break and hope to bring you all kinds of shiny new stuff very soon.

In the meantime, however, you're welcome to enjoy all the slightly less shiny old stuff we still have hanging around from 2008. Word on the street is that, despite the current position of planet Earth, that stuff is still pretty cool.

-- Fox Barrett



2005 News:JanFebMarAprMayJunJulAugSepOctNovDec
2006 News:JanFebMarAprMayJunJulAugSepOctNovDec
2007 News:JanFebMarAprMayJunJulAugSepOctNovDec
2008 News:JanFebMarAprMayJunJulAugSepOctNovDec
2009 News:JanFebMarAprMayJunJulAugSepOctNov

News via RSS | News via E-Mail

Top of Pagee23 Home