Munchkin Shadowrun: Hack The Future
Analog is the past. The Matrix is the future. Now you just need some munchkins to come along and hack it!
In the world of Shadowrun, magic and technology mix. Why not add more of both to your Munchkin game? Bring your Impenetrable Logic and your BOOMstick while you wander the Endless Archive, but it is dark in there . . . you just might get eaten by a Grue.
More guns, more magic, and more digital monsters than you can shake a credstick at – what are you waiting for? Hack the Future today!
112-card expansion for Munchkin Shadowrun.
Stock #4462,
ISBN 080742094451.
$19.95.
How to Be a GURPS GM: Counting Heads
How Many Are In Your Party?
Everyone who has ever participated in a roleplaying game knows that finding enough players is as big a challenge as scheduling a time when everybody can play. Then, when you finally arrange a full house, somebody inevitably asks, "Hey, is there room for one more?" And once you sort all that out, players come and go almost at random.
How to Be a GURPS GM: Counting Heads offers advice and tricks for adapting the game you want to run to the number of people you actually have. For shorthanded GMs, it delves into such topics as one-on-one campaigns, multiple characters per player, and NPCs and GMPCs replacing PCs. For GMs swamped with players, it explores saying "No" politely, managing large groups, and bringing in additional GMs. In both cases, it looks at rescaling campaigns to match headcount and coping with fluctuating attendance.
Turn "too big" or "too small" into "just right!"
26-page PDF.
Stock #37-0380,
$7.00.