Hello, I am a Game Master (GM) and I like to over-prepare. This is a fan blog that collects my homebrew material about running tabletop role-playing games (RPGs) using the Generic Universal RolePlaying System (GURPS). If you’re not familiar with this stuff, check out a definition of tabletop role-playing.
GURPS, first published in 1986, is one of the most successful and long-running tabletop RPGs around. GURPS was referred to by Rolling Stone magazine as “a role-playing game so deeply geeky it makes Dungeons & Dragons seem like varsity lacrosse.”
If you haven’t heard of GURPS, check out the page: “What is GURPS?” There you can download a free PDF with enough rules to start playing now.
About the Content
I primarily post sci-fi/fantasy material about two campaign settings. (Spoilers ahead!)
- The Deeps of Lyrae. In the far future, humanity has invented a jump drive, conquered the stars, and forged them into an almost inconceivably large interstellar empire. Yet news only moves as fast as a starship. The vast distances between systems mean that each journey to a new planet might discover anything. This is a variant of GURPS: Traveller and I focus quite a bit on space travel and shipboard life.
- The Land of the True Game. An advanced space-faring society discovered psionic mutants among its population and exiled them to a distant planet for study. It then (drumroll) destroyed itself. Cut-off from home, most of the mutants descended into a state of medieval feudalism, while a mysterious cult kept advanced technology alive. Meanwhile, the planet turned out to be inhabited. (Creepy music.) This is my GURPS adaptation and expansion of some of the ideas from The True Game series of novels by Sheri S. Tepper.
About the Title
The blog title refers to the GURPS rule Requires Concentrate [-15%], an advantage modifier from GURPS Power-Ups 8: Limitations, p. 17. It means that a power requires a concentrate maneuver in order to be used, just like this blog.