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This site is full of original material for players of table-top role-playing games. Input and collaboration is welcomed! Please read more about the site here. Or just dive in to whatever looks interesting.

A couple of recommendations: GURPS players, check out what's at The GURPS Diner. The house special is GULLIVER, an easy rules expansion for creating and playing odd-sized creatures. To see the lunch, dinner, wine, and kids' menus all at once, peek at the site map. Take your time; the busboy will be along shortly to clear you a place.

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Tomes of Power

  • Gurps Space (GURPS: Generic Universal Role Playing System)
    Gurps Space (GURPS: Generic Universal Role Playing System) cover image
  • GURPS Basic Set: Campaigns (4th Edition)
    GURPS Basic Set: Campaigns (4th Edition) cover image
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game design

Summary of ways to handle power-vs-weight in GURPS creatures

Submitted by tbone on Fri, 2008-04-11 13:44.
  • unspecified
  • rules
  • 3e
  • 4e
  • game design
  • GURPS
That's just what it is: a simple summary of ways to handle this matter in character/creature design. Short and sweet.
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Thanks for the games, Gary

Submitted by tbone on Fri, 2008-03-07 00:09.
  • commentary
  • news
  • D&D
  • game design

There's been a big outpouring of thoughts and sadness over the passing of D&D creator Gary Gygax. The words put down by other writers are far better than I can summon, so I'll add a very short note:

As the RPG world moved beyond the foundations Gary built, it's been all too easy to cast stones at the "clunky" rules and strictures of his original creations and their direct descendants. "THAC0? Alignments? Classes? Ha, that stuff's crazy..."

I, too, like today's more modern, streamlined games. But I've always kept respect for the D&D world, whether I play the game any more or not. Like so many, many others, I point to D&D as my start as a gamer. And throughout any temptation to poke fun at the game's outdated points, I've always returned to one key thought:

Question: Did we have fun with the game?

Answer: Hell, yeah, we did.

That single truth trumps any and all dismissal of the game, and is the highest form of thanks that a game's players can return to its maker.

To have turned a clever idea into a whole new genre of gaming – wow, few of us messing with game-related design or writing will ever make a smidgen of that impact.

I never met Gary, despite a couple visits to GenCon and even a trip to the original TSR store in Wisconsin. I wish I had. He did great things.

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Introducing New Bite-Sized Rules Nuggets

Submitted by tbone on Fri, 2007-10-05 10:54.
  • nuggets
  • rules
  • game design

Is that "nuggets" as in gold, or as in mystery poultry parts? You be the judge. (I'll admit, the latter better fits the "diner" theme. And possibly the writing quality.)

One-off ideas, pocket-sized tweaks, house rules no bigger than a bird's nest... They're too small for a Big Article of their own, and they'll languish forever if they wait to be grouped into a Mega Supplement. So here they are, in their little Pekinese-like cuteness. (Not that the Diner would ever put Pekinese in its nuggets. *cough* Never!)

Rules Nuggets list

– end –

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DECIDE implementation notes

Submitted by tbone on Tue, 2007-09-25 18:28.
  • blog
  • 4e
  • combat
  • game design
  • GURPS

DECIDE has been a busy little topic for discussion. In the spirit of designer's notes, here are additional notes not on the idea behind it, but on the specific implementation I used.

More under-the-hood musings for fellow monkey-wrenchers.

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Game design musing: Point-cost scale for stats

Submitted by tbone on Fri, 2007-06-15 00:52.
  • blog
  • ESCARGO
  • game design
  • GURPS
A post made to the SJG forums: as an attribute or skill rises in level, should each additional +1 cost more or less than the previous level? There's a good argument either way. Read on.
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Edge Protection notes

Submitted by tbone on Mon, 2007-04-09 22:15.
  • blog
  • 4e
  • game design
  • GURPS

A reader asks some good questions about mixing the Edge Protection rules with other armor variants. I'm not sure of all the answers, so if you'd like to mull armor-y things a bit, please pop over and comment.

http://www.gamesdiner.com/ep#comment-267 -end-

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T Bone's Rules of Dilettante Game Design, Part II

Submitted by tbone on Sun, 2007-01-07 16:20.
  • blog
  • game design
More navel-gazing, following an earlier inward journey of pretentious self-discovery (aka Part I). While moving old site and GULLIVER FAQs to a new FAQ page, I extracted some "GULLIVER game design methodology" notes for relocation to a better home. I'm posting them here. Recycling some really old stuff makes for a poor post, so let's add some new content too: a summary from both articles of what I like to see in game design.
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Ring in the New Year with ST

Submitted by tbone on Fri, 2007-01-05 00:06.
  • blog
  • game design

It's a brand new year, if you follow the world's most popular calendar system. Great thanks from me to all those who have been visiting, collaborating, and otherwise supporting the Games Diner. Expect many more new things throughout 2007 A.D.

Ringing in a fresh annum of RPG tinkering, the GURPS forum has a thread on how the game should handle the ST and damage relationship. So head over if you're into that kind of thing (and I guess you wouldn't be here if you weren't). See you there. -- end --

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Game design musing: It's About Time (Part III)

Submitted by tbone on Wed, 2006-12-20 11:09.
  • article
  • blog
  • rules
  • game design
  • game systems
  • Project T


Speaking of slow pacing, how long's it taken me to get this posted?

Final notes on action time and pacing in RPGs. Food for fellow armchair game designers.

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Game design musing: It's About Time (Part II)

Submitted by tbone on Mon, 2006-11-27 17:33.
  • article
  • blog
  • rules
  • game design
  • game systems
More on the subject of attack time and pacing in RPG combat systems, looking at a couple of old home-brew efforts.
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