Gurps Mysteries

A really great GM book. If there was Game Mastering for Dummies (not just for DnD or GURPS), Gurps Mysteries is the next level of Advanced Game Mastering. This is where the players grow up a little, they are not as interested in Hack and Slash anymore and they begin to lean on a more cerebral challenge.

One of the best elements of this books is how to communicate clearly to your players through clues and hints in the game. Despite its focus on mystery, this books i great for any intrigue. Eventually mastering these technqies, format, and story telling will allow for games to have a very clear and sophisticated finish. An art onto itself, and not just a game.
Of course the most important element is having fun. Fun is when you and the players are on the same page no matter what you throw at them to challenge their characters and give them a chance to shine.


Filled with too much information. I'm excited at what I learned about armor smithing in the early Renaissance and late medieval ages. It's about armor and weapons at the time, and the misinformation that Armor could not stop bullets. Instead I learned they CAN stop bullets BUT the mastersmiths of old weren't around anymore and the production of that quality and sophistication of plate was only afforded by very few.

The Renaissance and Industrial era didn't do much to improve the hardness of Steel BUT improved the ability to produce it in quantity. At the time of the early renaissance, even the arquebuss had trouble penetrating a 10lb cuirass. When you look at it economically the cost of such a high quality cuirass is equal to equipping and training around 5-10 men. Still common single action pistols of less than 44 caliber can be stopped by a cuirass made by the mastersmiths of old entertains my imagination.

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