The other day a listener called in following GM’s Journal #219 and asked a question: “Now that Fellmyr is being run with GURPS, how will this affect the way that you envision that world?”
The question was exploring the opportunity in shifting between the classic tropes of Basic D&D (1983) and the freedom that playing with GURPS (via Dungeon Fantasy RPG) offers. It asks me to consider if I want to hold on to those tropes in the longer term.

Alongside this question there has been some thought and desire to move forward with creating the lower-fantasy, lower-powered, primaeval and mythic fantasy world that I have discussed on many occasions with Daniel Jones.
Atop all of this has been a growing awareness of pre-Enlightenment symbolism, largely through an exploration of ancient and medieval Christian sources plus reading translations of Russian fairy tales.
All of which is lifting towards the idea of an intersectionality in my gaming worlds, something which I have previously discussed in terms of the offer GURPS makes as a truly generic universal roleplaying game.
That is to say that I think the answer the the first question is, “Yes, and”.
Yes, I think moving away from the core tropes of classic D&D-esque fantasy is an inevitability. And also I have these ideas on how that transformation is likely to be informed by the creation of new worlds with a mythic, faerie-infused flavour.
I can see there being portals between worlds. Through those portals, both physical within the landscape of the world and symbolic through the ideas that get shared, Fellmyr will come under the spell of the Otherworld.
I sense that this will end up being a goodspell, a blessing upon all my games. A discovering of the imaginary world that inhabits my own heart and soul. An expression and sharing of who I am at a deeply spiritual and symbolic level.
That thought makes me smile.
Game on!

This is a good sign!
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In what way good? Curious to glean more of you viewpoint.
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I find being creative makes the most sense to me as an outlet for the imagination which in turn feeds more imagination in a positive feedback loop.
Trying to be creative to order, I find, just drains us of energy and ideas.
So, the conclusion to this post has you reporting an opportunity to really explore your creation in healthy and helpful ways that inform and support each other, between the school club, the face to face group, and online groups.
You have something to say, you can express it freely, and across these venues, with these rules decisions, you can share it with more people and using different skill sets and outlooks.
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I love it any time someone creates a campaign that avoids the usual tropes but is still fun. And GURPS is just so very good for that. This campaign blog from almost a decade ago really captured my imagination with the possibilities GURPS provides. https://vicapoc.blogspot.com/
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“Yes, I think moving away from the core tropes of classic D&D-esque fantasy is an inevitability. And also I have these ideas on how that transformation is likely to be informed by the creation of new worlds with a mythic, faerie-infused flavour.”
I love this
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