Fate Points for GURPS

I’m coming back to GURPS after a long time away. The last time I played was back in the 3rd ed days of the mid ’90s.

I’ve picked up 4th ed and want to use a version of the ‘Fate Point’ rules I use in other games for GURPS.

The TL/DR version – you get three re-rolls per session to offset bad luck. They can’t be used to make other players re-roll, for any disadvantage rolls, or for skills you have no points in.

A selection of GURPS rpg books including: Basic Set, Space, Spaceships, and Ultra Tech.

Online Adventures with Crit Tables: Rolemaster & Roll20

*Roll20 bleeps*

Robert rolls against falchion and gets a: 247 (97+65)+85
Rob: “Holy shit!”
Me: “Yep, thats a 25E, with hits doubled it’s a 50 and an E critical, care to roll.”

*Record scratch*
*Freeze frame*
*Baba O’Reilly intro plays*

Yep, that’s me. You’re probably wondering how I ended up in this situation…


Old Time Adventures

In the mid ’90s I picked up a copy of Castle Falkenstein. Yes! The rip roaring game of Victorian Steampunk that used cards (of all things) instead of dice.

Set in an alternative Europe where the unification of Germany never happened. The plucky nation of Bayern (Baveria) used magical technology to stop Prussia taking them over.

I never ended up playing it, I couldn’t talk our group into a game of it. But I mentioned to my kids that I always wanted to play Castle Falkenstein and they were keen. They have made up some characters and I think we’re going to have some fun…

Castle Falkenstein Main Rulebook

Random Adventures

Sometimes we fall into patterns of behaviour without even realising it, especially with gaming. Regular groups develop their own culture over time and people get used to things happening a certain way. The same thing can happen when designing adventures, especially for long running campaigns.

I know random generators have a bad rap, but it can be good to add a little chaos to your design process to help break out of your established patterns and change things up a little.



My family and I tried out Islebound recently. The first things that stood out were the wonderful art and the high quality of all the cards and tokens. Unboxing this game was fun, each section we unpacked hinted at new and exciting things: pirates, sea monsters, and gold. Oh my! It was safe to say that our excitement levels were high…


Tsuro: The Game of the Path

I was given Tsuro for Christmas a while back and my family and I love it. It uses a deceptively simple concept: people lay down tiles that form interweaving lines from their various starting places on the board. You move along your line at the end of each turn until your only option is to move off the board or to crash head on into another player. Basically the last man standing wins.

TL/DR: Tsuro, by Calliope Games, is lots of fun and you should buy it (from your local games store if possible).