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GURPS PDF Challenge 2021

dbm

Adventurer
Last year SJ Games tried a new type of Kickstarter that they found very successful: the base backer level of $3 gets you a PDF supplement then, as the total funding increase, you get more PDFs for that $3 pledge. The full target for the campaign was a dozen short supplements.

They’ve got a new edition of this running for 2021:

It’s quite a short Kickstarter, running just for twelve days with seven to go at the moment.

It’s doing well, and currently $3 will get you seven PDF supplements, with an eighth stretch goal close. There are a few other backer tiers available if you want to pick up the PDFs from last year’s challenge or other GURPS supplements too.

The unlocked PDFs cover modern action games, historic games, Egyptian themed alternative timelines, dungeon fantasy encounters and lost planets…

If you are GURPS-curious or just fancy reading some ideas around pirates, Venetian espionage, or steampunk Egypt then $3 is a bit of a steal... As a long term GURPS player / GM I can certainly recommend the quality of GURPS supplements in general and since the biggest stumbling block can be worked examples of how to use the toolkit these diverse supplements can really help illuminate what GURPS can be used for.
 

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dbm

Adventurer
Another stretch goal hit:

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And a new one revealed:

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dbm

Adventurer
If anyone was previously thinking about picking up the Dungeon Fantasy box set but missed it last time, there is a pledge level which includes the box and Dungeon Fantasy Monsters 2 in print format. The box has lots of really high quality stuff in it and you could run a long term game just from the contents, including standees and some maps for the included module.
 


dbm

Adventurer
Dungeon Fantasy 22 is very close to being unlocked at the moment, and the last stretch goal has been teased as:

GURPS Dungeon Fantasy 23: Twists. This supplement explores giving delvers lands and titles, presenting evil as going beyond dangerous to horrific, and challenging heroes with higher-tech risks and rewards. Yet it aims not to complicate the game in the process, suggesting streamlined treatments that deliver the essentials without all the rules.
 


If anyone was previously thinking about picking up the Dungeon Fantasy box set but missed it last time, there is a pledge level which includes the box and Dungeon Fantasy Monsters 2 in print format. The box has lots of really high quality stuff in it and you could run a long term game just from the contents, including standees and some maps for the included module.
The DFRPG boxed set is one of the best items ever produced by SJG. I just ran a week-long RPG summer camp using the boxed set. It was fantastic.
 


I was going to ask which supplement sounds most interesting to folks here, but I can't even settle on one of them myself. I keep changing my mind. So I'll just mention a few things that have me very excited about this set:
  • Two-Page Dungeons — I love reading adventures, but Steve Jackson Games doesn't publish many. Gaming Ballistic has helped to remedy this, but I'm looking forward to getting five adventures in one book. Plus, I'm hoping that some of them will be useful for the next iteration of my DFRPG camp next summer.
  • Gates — Although I've certainly used gates in various games before, I've never really thought too hard about them. They were typically the "shut the portal before the horrible thing comes through" sort. I'm looking forward to reading a more complete treatment.
  • Spies of Venice — I love reading historical supplements for ideas to pillage, and Riggsby never disappoints on this front. Renaissance skullduggery is especially enticing. Can't wait to read this one.
  • The Green Madonna — This has the best blurb of the bunch. A flaming dwarf? I like that it can "be run as an extended encounter, a short adventure, or even the introduction to a whole campaign." This gives me a lot of flexibility for how I might use it in an upcoming game.
How about you? Which of these tickle your gaming fancy?
 

dbm

Adventurer
The Dungeon Fantasy items are a slam-dunk for utility to me as we really like that ‘traditional fantasy gaming’ feel. GURPS does it so well, especially in terms of really tactical comabt.

Perhaps oddly the one that is most interesting off the bat is Templar’s Gold. We‘ve been playing a few short campaigns during lock down (between our traditional long term fantasy games) and have played some really different things. It’s been some cool gaming despite everything. A modern, treasure hunting game is not something I would think to run long term, but sounds great for a mini-campaign. And GURPS does really well with modern era stuff, especially in 4e. 3e had a few clunky rules for guns (especially shotguns); 4e has smoothed all that out and made it much easier to run.
 

A modern, treasure hunting game is not something I would think to run long term, but sounds great for a mini-campaign. And GURPS does really well with modern era stuff, especially in 4e. 3e had a few clunky rules for guns (especially shotguns); 4e has smoothed all that out and made it much easier to run.

Templar's Gold does sound cool. Bizarrely, despite playing GURPS since the '90s, I've never used the gun rules! I have never run or played in a modern game. Time to remedy that.
 

Daosus

Explorer
This is a screaming deal. Ten PDFs for $3 is pretty great. I am not planning on using all of them, as they're quite scattered in topic. I think that's the intent: give everyone one or two that they're really into and a few that they will use later.

The one I'm really looking forward to is Ring Fort. Also, Spies of Venice looks promising and I might use Gates. Either way, my $3 will go far.

Finally, although I'm a GURPS fan, most of these PDFs are not terribly tied to the system. As an example, the three I'm looking forward to are mostly system agnostic. Everyone can use a ringfort or 3 in their campaign :D
 


dbm

Adventurer
Bizarrely, despite playing GURPS since the '90s, I've never used the gun rules! I have never run or played in a modern game. Time to remedy that.
One of the best things about GURPS is how easy it can be to run a game based on an existing media property. We played several WH40K games years before the ‘official’ games came out, using GURPS. It was super easy to do if you are happy to squint a little while adapting stuff. 40K guns are really easy to represent in GURPS.
I'm currently running a game in my local game store using DFRPG (and the Delvers to Grow supplement for it). I think we are up to session 8 of what I intended to run for a week or two.
DFRPG is pretty much a complete game in a box easily comparable to Basic + Expert D&D. You could play a full, long term game with nothing additional needed. You might want the book of additional monsters but even that is far from essential.
 

dbm

Adventurer
In to the last 48 hours and the campaign is getting close to unlocking the last two stretch goals (one based on money, one based on numbers of backers).

if you are still thinking about backing, Douglas Cole is one of the contributors (and the author of the brilliant Nordlond campaign with a Viking feel) and has some more thoughts on it here.

Of the full set of twelve items (if we get there):
  • There are two long-form adventures
  • Two detailed encounter locations
  • A set of five short form adventures
  • A planet guide
  • A city guide
  • A set of alternate timelines spinning out of Egypt
  • A system neutral book on how to run high-level campaigns
  • One on magical gates
  • Two on expanding modern action or dungeon fantasy games into adjacent genres (Predator meets Steampunk perhaps...)
Only the two Twists books are highly GURPS specific, with everything else either highly portable or system neutral.

I’m just a backer, but I really want that Templar Gold adventure :)
 

We're likely to see the 11th PDF unlock in the next few hours ($878 to go). We still need another 115 backers to unlock Templar's Gold.

$3 for a dozen high-quality supplements. You know you want to!
 

dbm

Adventurer
Some more details have been teased about the Dungeon Fantasy: Twists PDF:

DF Twists 20210718a.png


This nicely addressed one of the perennial questions: what do dungeoneers do with all the wealth they acquire. By land and titles! Have a retinue!
 

dbm

Adventurer
With about 15 hours to go, DF23 unlocked:

9bb768ef4d59437ab27b06e33aa13994_original.png


Just 34 more backers at $3 or more needed to unlock the last stretch goal:

615643ad1981cffa8866c0afdf124b7e_original.png


That’s 11 high quality, already written PDFs g for $3; 12 with a bit of luck.
 
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Davies

Hero
And that's that until this time next year! The two Twists books, the How to Be A GURPS GM volumes and the Egyptian AUs title were the ones that I really wanted, but everything else looks really interesting as well.
 

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