Roleplayer #4, February 1987
WRITING FOR GURPS
We're still getting lots of inquiries about writing for GURPS.
A "style
sheet" is now available; send an SASE for a copy.
We like to get submissions to Roleplayer -- and,
with the two extra pages, we've got more room for them. We don't pay for
these, but we will send three extra copies of
the issue in which your contribution appears.
On the other hand, we will happily pay for anything we can release as a
separate GURPS product. Our needs along this line
right now include:
(1) Complete worldbooks -- 96 pages or so. A complete gaming background
for your chosen genre of reality or fiction. Royalty and advance negotiable,
depending on absolutely everything. Inquire.
(2) Adventure supplements -- preferably with a heavy "sourcebook"
component. Average length, 56 pages. Right now, we need these only for fantasy
(not necessarily Yrth)
or Autoduel
backgrounds; as we release other worldbooks, we'll want supplementary
material for those worlds. We pay standard supplement-design rates for these
-- basically 2%, with a $300 advance, for finished manuscripts of professional
quality, or somewhat less if we have to rework it extensively.
Of course, we're always interested in suggestions of all types -- but these
are the things we are really looking for.
All submissions should be typed and double-spaced,
and accompanied by a letter saying they are being submitted under the terms
set out in Roleplayer. Include a stamped, self-addressed
envelope if you want your material returned.
CURRENT NEEDS
We are actively soliciting proposals and outlines for the following GURPS
projects:
Superhero
world book. We want to do a realistic worldbook
-- i.e., an attempt to describe what the world might really be like if some
people had strange powers. Would they really take funny names and wear leotards?
Maybe not . . .
Historical world books -- probably 96 pages including
a mid-length adventure -- for interesting periods of "real"
Earth past. A bit of mythology would not be amiss, where appropriate, so
long as it's possible for the GM to decide whether or not to use it.
Post-holocaust world book -- focusing
on realistic adventures of survival and rebuilding of society, as opposed
to the ever-trite game of Shoot-The-Three-Legged-Purple-Mutants.
Street gang world book. -- or, How To Roleplay
Scum. Would cover the underworld of yesterday, today, and tomorrow (plus
fantasy variations).
City / town book. A book on how to design villages,
on up to towns and cities, in the fantasy/medieval milieu. This needs a
writer with some genuine expertise in medieval history and economics.
AADA Road Atlas Books for the Mountain West (Idaho,
Montana, Wyoming, Deseret, Nevada, Arizona, New Mexico); the Free Oil States
(Texas, Oklahoma, Louisiana); and Mexico. See Coming Attractions
in this issue for an explanation of format.
GURPS Fantasy adventure supplements -- preferably,
but not necessarily, set on the world of Yrth. Ideally, each one would also
provide expanded "sourcebook" material on part of Yrth, so it
would remain useful after the adventure was played.
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