Saturday, January 30, 2016


This post is going to be mostly for my own use but it's good to have it out where I can see it and hopefully it can help someone down the road. I'm just going to list all the resources I'm going to be using to build my hexcrawl game split up between a few categories.

Campaign Guide:
     This is going to be where most of the player facing stuff comes from though obviously I'll be making some of it and I'll probably pull more from other places. Also unless I call it out this stuff is all going to be GURPS books.

  • Basic Set: Duh, it's hard to play a game without the core rules.
  • Martial Arts: Cherry picking from here mostly. Maneuvers, martial arts, some weapon and campaign options.
    • Martial Arts- Technical Grappling: I'm going to try and use a pared down and simplified version of these rules. I don't want to do everything exactly by the book but I've always hated the binary way grappling works in RPGs and from reading Dungeon Fantastic, and Gaming Ballistic (among other examples) it looks like this will work well.
    • Martial Arts- Yrth Fighting Styles: The plan is to use this mostly for worked examples of martial arts for things other then humans. Though using it to give examples for martial arts adapted to fighting things other then humans as well (or against magic using opponents) will be useful as well.
  • Thaumatology: For lots of rules but primarily because mages are going to use Threshold Magic and druids are going to use the alternate schools for their magic labeled as "Tree Magic" or whatever it's called.
    • Thaumatology- Magical Styles: I really like the idea of magical styles and schools being a thing like martial arts are in GURPS. I'm hoping that it'll even lead to in game rivalry that the players will act on.
  • Low Tech: The rules for weapons, armor, and various sundry goods are going to take precedence over those in the Basic Set and in Dungeon Fantasy for the most part due to the desire for an increase in verisimilitude in the game.
    • Low Tech Companions: A lot of this stuff will be useful to me to work out player facing information but I'm not sure how much they'll be used by my players.
  • Powers: I've been told often enough that it's the third part of the Basic Set that I'll probably end up using it, if only as a reference document when my players or I want something random and off the wall.
    • Powers- Divine Favor: How I'm going to be running most of the the priestly and clericy types in my game.
  • Most of the Dungeon Fantasy series: I was going to list them all out but it would be quicker to list the ones I won't be using and I'm not even sure which ones those will be. I'm obviously not really going to be using the templates in them but I am going to use the play guidelines for a bunch of stuff because while my game will be more flexible then the beer'n'pretzels style that Dungeon Fantasy espouses it will still follow many of the same tropes. *
  • Fantasy: For obvious reasons though not as much as I'd thought.
  • Various and sundry Pyramids: Mostly individual articles like "It's a Trap" & "Mystic Power-Ups" from 3/60, "It's a Threat!" from 3/77 *

World Building and Hexcrawl Planning:
     This is mostly behind the scenes stuff that I'm going to be the only really aware of for the most part. This is going to be much more widely varied then the stuff from the Campaign Guide so I'll list the complete title and links if available for everything.

  • Welsh Piper's series on building a hexcrawl is very in depth and while I won't follow it exactly I will definitely be using it as a guideline.
  • I know Troll Smyth has a hexcrawl guide in his blog somewhere as well though I can't find it to give a direct link to it at the moment. It's unfinished and following it exactly won't mesh with the kind of crawl I plan on running but there are good ideas in the series and elsewhere in the blog for all that he isn't a GURPS GM and I think he might be vaguely bemused at inspiring someone's GURPS game. (Then again I could be completely off base with that evaluation.)
  • Bat in the Attic for me is the grandaddy of the "How to..." guides for sandbox and hexcrawl gaming online if only because it's the first one I really remember reading so I think Mr Conley's ideas have influenced me more then others. He does run GURPS as well (I think his Majestic Wilderlands were designed with it in mind at least to some degree) so I may end up shooting him questions too at some point. Hopefully that'll be okay, not weird and out of left field.
  • The West Marches at ars ludi are a big influence on my game as well. While I'm not going to detail this game with such a fine focus as Mr Robbins did making things a bit more in depth than the 0-2 things per 6 mile hex has definitely given me something to think about. Other ideas like the consideration of having different encounter tables per area and changing them up as the players do things are having influence on my game. I may run a game with closer fidelity to the West Marches but I don't think it'll be this one.
  • The rules found in the world building chapters of the Adventurer, Conqueror, King System from Autarch's fine game are also going to be used extensively. Especially to get some semblance of commerce going in my world. This game has actually come close to being played in ACKS on a number of occasions both because my players already grok D&D and just because this is one of my favorite iterations of it.

*While writing this I decided that I'm going to make posts regarding what bits from Pyramid and the Dungeon Fantasy series I'll be using with my game. It'll be good for me and it'll provide more info for anyone else that happens to stumble across this.