Essentially Wildcard skills are bundles of related skills priced more expensively than normal. They are definable for any campaign you want but the supplement has guidelines for creating them and a whole slew of worked examples.. They reduce the number of skills on a character sheet but at...
Wildcard skills can also address the issue of skill proliferation. I’m currently looking at how I can leverage them for Action! for a Night’s Black Agents style GURPS game.
Gaming Ballistic/Douglas Cole GURPS product line is just fantastic. I can’t speak highly enough about it. The Delvers to Grow lets you get GURPS DF characters on the table in less than 20 minutes. Really. The monster books are also amazing.
My only experience running Shadowdark was 12 sessions of Arden Vul. I had a really good time with it, as did my group.
The moment they started looting torches instead of actual items was golden for me.
It’s out. GURPS Skill Trees. It’s a good book about reconfiguring the skill system through a skill tree approach. It there’s also some Information about reducing the number of skills without resorting to the Bang! Skills solution.
I lost a player last year in October. Two year cancer battle. It just sucks. We immediately canned the campaign and took a coupe of weeks off. Savage Worlds was his favorite game and one of my favorite games to run. I hadn’t been able to touch in 8 months or so. Every time I thought...
2e: Planescape boxed sets. Still the high water mark for creativity. World Builders Guidebook. Such a great tool.
3x: Cityscape. Great city supplement. Shackeled City. Set the design paradigm for the entirety of Paizo’s existence.
4e: Dungeon Masters Guide. A great DM’s guide for...
The last models abd resin add-on bits I for my nascent Blood Angels 40k army. Robin Williams was right. Cocaine is a cheaper habit.
It’s going to look good when it’s done but it’s been twice as expensive as I was initially planning.