Monday, 8 December 2025

Heroic Combat: Iteration 1 Test Group Battle

Heroic Combat: Iteration 1 Test Group Battle

Let's continue testing the abstract combat system. This time, we will have a group-vs-group fight.

Sunday, 7 December 2025

Heroic Combat: Iteration 1 Test Duel

Heroic Combat: Iteration 1 Test Duel

Let's give abstract combat a test drive. I'll try to play out battles of different scales to see how the system works (if it even works at all), but tonight we're having a duel.

Saturday, 6 December 2025

AD&D Roots of Might and Magic

AD&D Roots of Might and Magic

Let's have a short post before I delve into testing my abstract combat system. Might and Magic is one of my favorite video game series that affected my view of fantasy settings and roleplaying games in my childhood, and I'm feeling these effects to this day. For the most part, I'm talking about Might and Magic VI-VIII, although I am familiar with the earlier (and latter, unfortunately) installments of the series, but to a lesser degree. The games do certain things differently when compared to other CRPGs. And as someone who has read the AD&D rulebooks only relatively recently, now I look at these games and think "Oh... now I understand where it came from." In some other posts, I already mentioned this partially, but I'd like to reiterate and expand it here.

Wednesday, 3 December 2025

Heroic Combat: Iteration 1

Heroic Combat: Iteration 1

All right, real life got relatively less busy, and now I can devote some time to Heroic Combat. I mulled this over, and I think that it would be best to use an iterative approach (something akin to what Mailanka did with his Psi-Wars). In the first iteration, I will write up the very basic framework - movement, attacking, defending, casualties, engagement, etc. without complicating things with status effects, magic, and other things. Once this base framework is functional, I'll add other things.
 
The intent of the Heroic Combat is to have a way to resolve a combat quickly between large numbers of combatants with or without a map, preferably with few rolls, but to retain some tactical depth. This may be a complete mess, but I need to get something out the door, playtest it, and then change/expand the ruleset.

Thursday, 30 October 2025

Review: UMBROS

Review: UMBROS

I'm not dead, I was busy. Busy writing some stuff to make GURPS playable on all scales, but also busy thinking about running a strategic-level Braunstein to resolve a military conflict between two nations in my setting. It's been set up a couple of years ago, but due to games happening in other regions of the world, nothing was happening on that front. There was just an eternal "upcoming war that is about to happen." No, I'm not just rambling and telling you about my games, this is just a segue into the topic of this blogpost, which is a review of UMBROS: A Braunstein of Dinosaurs & Treachery at the Earth's Core. You see, my ramblings highlight a problem with conventional play - the world is static no matter how hard the referee tries to maintain the illusion of it being alive.

Wednesday, 8 October 2025

Heroic Combat, Timescale, Abstraction: Outline

Heroic Combat, Timescale, Abstraction: Outline

I cannot stop thinking about the question of scale and abstraction in combat. If you are reading this, you probably already know that GURPS has very granular combat with one-second round, where the exact way you attack, move, or defend matters. This is one of the strengths of the system, something that allows for plenty of tactical decisions and detail, but also one of the weaknesses of the system. While I do love GURPS combat, I cannot disagree with the fact that it takes too long when there are many combatants (many claim that it takes an unbearably long time even in 1-on-1 combat, but this is a skill issue), and it forces you to artificially scale down the engagements to prevent fights from taking hours.

Wednesday, 24 September 2025

Dunder Moose, Dungeon Design, and Inspiration

Dunder Moose, Dungeon Design, and Inspiration

I follow very few TTRPG content creators both in terms of blogs and Youtube channels, but one of said few that I do follow (and you should too) is This is Dunder Moose, whose recent podcast episode on dungeon design with a variety of guests was a blast to listen to.

Aside from getting some insights in what makes a dungeon good, I understood the following - I am so goddamn incompetent and inexperienced. Yes, I've been playing GURPS for 10+ years and D&D for about the same time, and I feel confident with the ruleset. However, when you see Mr. Moose show a dungeon layout and the panel discussing it and pointing out the flaws, or when the host or viewer asks a question, and all the guests answering it in turn, I try to put myself in their place. What would I say if I were a guest on the panel there? I'd just go "uuuhh, huh-huh, what?" like Butt-Head. That's be a complete embarassment.

There really is a world of difference between somebody who's been playing for a relatively long time, but with a more-or-less fixed player group, and somebody who's been playing with different people and has been playing a lot. While I may point out some obscure-ass rule interactions and inconsistencies, I absolutely lack some of the fundamentals. This is something, I believe, you cannot improve in any way aside from just getting off your ass and running a game.

Thus, I think it's time for me to do exactly that - get off my ass and run a proper game. Surprisingly, I found two (!) TTRPG clubs in my city. I might check those places out and see if there is any interest in GURPS there. If not, I will run an online game via a VTT, but no earlier than December, but finding players may also be a problem - not only is this GURPS, but also with lots of houserules (like most GURPS games), and an inconvenient timezone. Well, doesn't hurt to try.

So yeah, my two points here are that you should check out Dunder Moose's channel regardless of what system you play/run, and that you should just play the game.