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December 25, 2008: Designer's Note: GURPS Powers

Kromm here. So, you don't have GURPS Powers yet? Here's what you're missing:

My chapters examine the 135 pages of advantages and modifiers in Characters , and spell out what you can do with all those rules. The core innovation is simple: group together advantages, modify them a little, and explain them in terms of a power source (e.g., "magic" or "psi"). Unlike spells, which are arbitrary, or Third Edition psi, which used special advantages that were out of whack with ordinary ones, the resulting powers are balanced – because they're still standard advantages! The devil is in the details, and I deliver 146 pages of those, both explanations and examples.

Phil Masters ought to speak for his chapters, but they're definitely worth the price of admission. They do something that Campaigns should have done but didn't: Explain how to incorporate balanced superhuman gifts into genres that have them.

Hope that helps!

-Sean "Kromm" Punch



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