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Introduction
One promise of GURPS – implied if not directly stated – is discussions of gates in GURPS Magic and GURPS Dungeon
the possibility of cross-world gaming. You could have worlds Fantasy 21: Megadungeons.
with magic, worlds with other powers, worlds full of ani-
mal-men, worlds full of . . . anything. The
Basic Set offers Infinite Worlds, a cam- bout A
paign of travel to such realms. It matters not how the uthor A
This idea isn’t new to GURPS, nor to fan-
tasy gaming. Gates to other worlds, strange strait the gate. Peter V. Dell’Orto was raised
in New Jersey. He started role-
portals dropping delvers into steaming jun- – William Ernst Henley playing in 1981, with Dungeons
gles straight out of monster movies, devices
taking adventures to settings lifted from & Dragons, and has played
classic fiction, and so on abound in the early history of fantasy GURPS since Man to Man. He has been active as a GURPS
roleplaying games. The idea that there are other dimensions, playtester, editor, and author since 1996. Peter is the author
other realities for your sword-and-sorcery-wielding treasure of numerous GURPS articles for Pyramid magazine; author
hunters to go to is central to the cosmology of most fantasy. of GURPS Dungeon Fantasy 12: Ninja, GURPS Dungeon
Video games show this a lot of love, too – nothing beats a Fantasy Denizens: Barbarians, GURPS Dungeon Fantasy
doorway to another universe to let you mash up genres or Monsters 3: Born of Myth & Magic, GURPS Dungeon
locations without a lot of philosobabble and handwaving. Fantasy Treasures 3: Artifacts of Felltower, and GURPS
It is high time for GURPS Dungeon Fantasy to tackle Dungeon Fantasy 21: Megadungeons; and co-author of
this directly! Gates got a short mention in GURPS Dungeon GURPS Dungeon Fantasy 15: Henchmen, GURPS Dungeon
Fantasy 21: Megadungeons, but there’s so much more that Fantasy Monsters 1, GURPS Low-Tech, GURPS Low-Tech
can go into gates and gate-centric campaigns. Let’s cast Companion 2: Weapons and Warriors, GURPS Martial Arts,
Scry Gate and see what stepping through might bring to and GURPS Martial Arts: Gladiators. He also writes the
your games. blog Dungeon Fantastic at dungeonfantastic.blogspot.com,
where summaries of his 150+ sessions of play can be found.
Outside of gaming, his hobbies include martial arts (he has
P ublication istory H fought amateur MMA in the SHOOTO organization in Japan
This is the first edition of GURPS Dungeon Fantasy and submission grappling in the U.S., and holds a shodan rank
22: Gates. All materials are new to this work but build on in kendo), fitness, and studying Japanese.
Gates and
the Campaign
Gates can have a tremendous impact on a campaign. They connections between disparate places without all the trouble
can be a useful way to connect a “mundane” fantasy world of traveling between them. But what are they, how do you use
to odder or more specifically fantastical realms. They allow them, and what rules affect them?
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port of GURPS players. We can be reached by email: ideas to add to your own game! The web page for GURPS
info@sjgames.com. Our address is SJ Games, P.O. Box Dungeon Fantasy 22: Gates can be found at gurps.
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twitter.com/sjgames. Share your brief campaign teasers
ideas that might not exploit a location before moving on. Others may wish to jump
around frequently. Worlds strung together by one-way gates
can encourage “finishing” a world, as the heroes can’t come
be ideal long-term. back. Two-way gates encourage travel back and forth, but can
lead to one place becoming a de facto hub (see above).
The downside to such a campaign is that the GM needs a
constant supply of new destinations or reasons to revisit old
Hub-and-Spoke ones. The upside is that new locations are inherently inter-
esting. A “world of the week” game can also let the GM play
A hub is a central location that the delvers travel from – and with ideas that might not be ideal long-term, such as a world
back to – using gates. Adventurers might spend most of their overrun by demons or peopled by only one race.
time there and use the gates as additional delving locations, or
just treat the hub like town and mostly delve beyond the gates.
Either way, the hub provides a place to put the gates. The Hybrid Game
There are many options for a hub. Below are a few com- Some campaigns feature elements of a hub-and-spoke
mon approaches. structure and gate hopping.
Why Go In?
Gates can be risky – they can be one-way, with destinations But cautious players might never be willing to risk their pre-
wholly unlike where you came from. Realistically, there’s no cious delvers if gates come with unseen risks.
assurance that the gate goes somewhere survivable (but see Thus, the GM must make sure there’s cause to enter a
Scry Gate, p. 8) . . . or that the inhabitants haven’t trapped the gate in the first place. Here are three reasons to give to PCs
daylights out of the destination just out of sight of Scry Gate. (and their players!), to encourage them to take the leap into
the unknown:
Extra loot. The loot in places beyond gates can be
Gate and Traits humdrum gold, silver, gems, and stock magic items
(“Hey, 200 copper coins and another Puissance +1
Gate travel can affect certain advantages and disadvan- broadsword. Sell that, we all have one already.”). But
tages, listed below. In a hub-and-spoke campaign, changes gates offer an excuse to drop in unusual treasures of
often aren’t necessary; as a general rule, if the heroes spend special value: Coins of jade, obsidian, or strangely col-
more than half of their time in one world, use these traits as ored gold. Magical artifacts of extraordinary design or
written, basing costs and usage on that world. In gate-hop- construction – especially unique ones not found on
ping game, however, modifications to how they work may be other worlds. Gems unknown in the main game world
needed to make them fair to the players and the GM alike. . . . perhaps similar to Jack Vance’s ioun stones, capa-
ble of being better power items. If the goodies beyond
Absolute Direction (p. B34). Works as written on any world gates don’t provide much (or anything) more than booty
that has a “north.” But knowing where you arrived on a world found elsewhere, delvers may travel to safer venues in
doesn’t help you find a gate back or discover how to return search of riches.
through a one-way or password-guarded gate! New and exciting places. While gates can lead almost
Claim to Hospitality (GURPS Dungeon Fantasy 11: anywhere – such as a nearby town, another dungeon,
Power-Ups, p. 16). Worth its full value in a hub-and-spoke or a wilderness location – at least some of them should
campaign, or in a gate-hopping game where the group upon go to very interesting places. You don’t really need gates
which a claim is held exists in multiple destinations (and the to have lots of dungeons, or adventures in different cli-
delver can access said group!). In a gate-hopping game with- mates. Leverage the ability to connect anywhere with
out multi-destination groups, it’s worthless. any type of location to really suck in delvers. While the
Cultural Adaptability (p. B46). A strict reading of this trait heroes might not be keen on being dropped into a world
is that it applies “in your world” – but that limits it too much of sky-castles or Greek gods, their players might be, and
in a game where you’re expected to hop to other worlds. Con- may jump right into gates to find such destinations.
sider expanding it to “all cultures of your race” regardless of Varied risk and varied challenges make for great gates!
world. Xeno-Adaptability would work on any race, in any You can’t stay here. In a gate-hopping campaign, the
world. Bards can take Xeno-Adaptability as a power-up in a adventurers can have a reason to keep moving plus a
gate-travel-heavy campaign. reason they can’t stay. Perhaps their transport won’t
Hero (Power-Ups, p. 16). Only worth anything in a stick around for long, so they can delve only until it’s
gate-hopping game if the residents of most or all worlds rec- ready to go. They might lose FP or HP – or suffer debili-
ognize the delver as a hero! tating effects – if they linger in some places. Less draco-
Wealth (p. B25). In a gate-hopping game, this includes nian solutions include destinations that quickly go from
the ability to quickly make contacts for loot sales (GURPS lucrative and interesting to tapped-out and boring if you
Dungeon Fantasy 2: Dungeons, pp. 14-15) without a roll. hang around (once you burn out the quests, there’s no
reason to stay).
Gate Rules
How do gates work under GURPS rules? However the experience. Most important is to keep gates from becoming
GM wants – but here are some guidelines based on hard-won too easily abused (p. 8).
Gate “Physics”
Gates violate known real-world physics. But they do follow Dungeon Fantasy 11: Power-Ups, p. 37). Items (or limbs!)
some internal logic, even if it’s spurious, magic-fueled logic. stuck through must continue on or be cut off at the source to
free the rest of the object or person. One-way gates may still
Gate Traffic Flows be bidirectional – you can return through the same gate, but
you have to complete transit before doing so. Others are truly
Gates can be two-way or one-way. Per GURPS Magic, one-way: To get back – or go somewhere else – you’ll need
p. 80, if an object or willing being moves into a gate, they’re another gate.
transported. Unwilling subjects may get partway in, and Some gates instead instantly transport anything that
require 1d seconds, 1 FP per second, and a Will roll to back touches them to a new location. This bypasses the shenani-
out of the gate without finishing transit. That assumes a “stan- gans of delvers trying to probe the other side, tying ropes to
dard” two-way gate. people or things so they can be pulled through, playing weird
One-way gates can be transited in only a single direc- planar games by inserting only half of an object, etc. Of course,
tion. Anything stuck into them cannot be withdrawn by the GM may want such experimentation!
any means short of the Secret Teleportation Spell (GURPS
Gate Rules 7
Unreliable Gates
Use and Abuse of Gates Gates needn’t reliably be present or open, or always
go to the same place. They might change destinations
Players tend to exploit gates to the maximum, hopping into on a schedule, or randomly. They may be open only
and out of danger, conducting arbitrage deals that turn Dungeon some of the time, typically using the appearance rates
Fantasy into GURPS Traveller: Far Trader, using them as for Allies (p. B36): From 6 or less for rarely open gates
unassailable safe bases while exploring dangerous locales, and all the way up to 15 or less for almost always open
worse. The GM may want controls to make this more difficult, gates; 9 or less establishes a gate as fairly unreliable.
and to explain why NPCs haven’t done the same. A gate between Serendipity can ensure that such a gate happens to
two distant locations with great trade possibilities isn’t likely to be open – or is going to a specific destination, for a
be left sitting idle, even if it’s in a dangerous place. multi-destination gate.
Here are a few reasons why a gate might be unused. Indi- Gates may even be temporary! You can use them
viduals with Weirdness Magnet may find these effects on all to visit new places, slay interesting people, and take
gates – even those that are fine for other people! their loot . . . and then they’re gone forever. Adven-
turers can’t decide to come back later, or raid the
Anti-Magic Gates gate’s destination and return for more – it’s now or
To prevent exploration by spell – Wizard Eye, Create Ser- never. This might not matter for impulsive delvers,
vant, Rider Within, Possession, etc. – gates can negate spells but for cautious types, it can be a lesson that oppor-
on anything that passes through. This can be automatic. Alter- tunity doesn’t always knock and wait until you’re
natively, roll a Quick Contest between the offending spell and ready to answer.
the gate’s Power (typically 20, but as high as the GM wishes),
Gates
remembering that the Rule of 16 (p. B349) doesn’t apply!
An anti-magic gate high in the air, in perpetual flame, or in
other dangerous circumstance can be effectively lethal if it can-
and Magic
cels visitors’ magical means of avoiding damage. Coupled with
an inability to scout through it with magic, this can be fatal and
feel unfair. In certain circumstances – a gate to Hell, or the easy
way back out – “unfair” is appropriate.
Certain Gate spells (Magic, pp. 80-87) merit addi-
Damaging Gates tional discussion:
Some gates inflict damage on anything that passes through, Control Gate: Gives the players control over
either by design or due to a rough ride. The type of damage whether a gate is usable, rather than limiting that to
inflicted determines what’s affected: the GM. Decide whether this is what you want. If not,
ban the spell outright or restrict it to NPCs.
Burning: Can ignite unusually flammable objects, and – with
Create Gate: Not usually part of a Dungeon Fantasy
sufficient damage – clothing or hair. If this is electrical, metal
campaign (GURPS Dungeon Fantasy 1: Adventurers,
armor offers only DR 1, and those who take damage passing
p. 20). In a gate-hopping campaign (p. 5), though, it
through the gate risk being stunned.
can make a great deal of sense to allow it. The upside
Corrosion: Can potentially blind travelers and will eventually
is that delvers can really get around, moving from des-
wear out equipment subject to repeated passage.
tination to destination by making their own gates. The
Toxic: Mostly affects living things and magically created
downside is that the PCs won’t need to seek out new
beings. May also harm the undead, if akin to Deathtouch. Usu-
gates to travel, but merely the energy to create their
ally ignores DR.
own. Creating permanent gates – like creating any
Harmful gates might deal 1 point of damage. Lethal gates can magic item – should remain an NPC-only capability.
inflict 1d or more. More than 1d of damage will dissuade most Scry Gate: Having smells pass through a gate can
everyone from going through and, if the damage affects objects, produce odd results – especially if monsters with
might effectively strip delvers of a lot of fragile gear: potions and smell-based attacks (like foul bats, GURPS Dungeon
similar concoctions, scrolls, arrows and other ammunition, etc. Fantasy 2: Dungeons, p. 23) lurk beyond. Reducing
While this can curb abuse of the gate, it’s also likely to curb use. the effects to “images and sounds” removes this issue.
That said, images and sounds can be harmful if the
Password Gates PCs peer through a portal to the madness-inducing
Dimension of Elder Things, or the Medusa Kingdom,
Not all gates open for just anyone! Some allow passage but the effects can feel less odd.
only to those who know a password. Passwords can be simple Seek Gate: In a gate-hopping campaign, this is
phrases, complex chants, or even magical activation (casting a critical for getting around! In a hub-and-spoke game,
specific spell in the area); the more frequently legitimate users especially if gates are concentrated in one area (a
are likely to need the gate, the less likely its password is com- megadungeon, “gate city,” or other central location),
plex. A password usually opens a gate for a set time – 10 sec- it can be abused to find and identify all gates far too
onds, a minute, an hour, etc. – after which the gate closes again. quickly. Fix this by allowing it to seek only a specific,
known gate.
Gate Rules 8
Chapter Three
Sample
Destinations
Gates can lead anywhere. Here are three destinations few “dungeons,” such as the maze of the minotaur, an under-
from the author’s Felltower campaign (see GURPS Dungeon world full of ghosts and shades of the dead, and Hephaestus’s
Fantasy Treasures 3: Artifacts of Felltower). volcanic forge.
Sample Destinations 9
Although this destination is fanciful, it’s set up to be played Early Imperial Rome. The Caesar of the apes is the smart-
straight. Those who prefer to make it a Jester Gate (below) est, strongest, and most politically cunning individual.
destination may add golden geese, put the gate at the top of a Surrounding the civilized lands are “barbarian” cultures and
giant beanstalk, and populate it with giants who fe-fi-fo-fum totally uncivilized masses of flesh-eating apes and the greatly
it up. feared giant apes.
Gorillas are typically soldiers and generals; chim-
panzees, merchants and wizards; orangutans,
priests and sages; bonobos, artificers, alchemists,
J ester ates G and designers of all kinds. Lesser apes fill the roles
of servants and enslaved workers; monkeys serve as
Not all locations have to be serious. A gate to a silly loca-
pets to the more-intelligent apes. Adventure can be
tion is an easy way to dip a toe into goofiness even if your
found as useful, disposable, unaligned mercenaries
default campaign is gritty.
in Simia’s ruthless politics, fighting in the colosseum
In the author’s Felltower campaign, “Jester Gates” refers to
against gladiator apes (GURPS Dungeon Fantasy
gates to decidedly silly destinations. Players seeking a humor-
Monsters 1, p. 17), or raiding the less-civilized apes
ous experience – but also a tough challenge and impressive
of the periphery.
rewards – can use them, while gamers who dislike joke-y
Variations on Ape World often play on this theme;
gaming can avoid them. Making them especially attractive
e.g., an “Animal Kingdom” of anthropomorphic ani-
can also tempt the characters to try them.
mals (see GURPS Furries or GURPS Bunnies &
In Felltower, this is managed by giving Jester Gates three
Burrows for inspiration). Making Ape World a vision
properties:
of the far future of the current game world has prec-
Clearly marked. Such gates are physically marked with the edents, too. The latter works well if your campaign
symbol of a fool’s coxcomb. crosses from the pure “TL Olden Times” of Dungeon
High risk. Target destinations are silly but lethal – they’re Fantasy into a post-apocalyptic, formerly high-TL
not just jokes, but also serious threats to the PCs’ life and limb. world dominated by apes.
High reward. Rewards are disproportionally high for the
risk. Everyone might end up dead, but any PCs who survive
are going to get a lot of loot!
Jester Gates can lead to many different types of places. Fell-
tower has its rumored “tavern level,” Diablo II had its Secret
Cow Level, and Gary Gygax’s Castle Greyhawk included an
homage to Lewis Carroll’s Wonderland. Other ideas are lethal
versions of children’s TV classics the group grew up with,
video-game tributes, and nightmarishly humorous clown-
themed levels (GURPS Dungeon Fantasy Encounters 3: The
Carnival of Madness, anyone?) – whatever the group would
most enjoy.
Humor is tough, because what’s funny to one group isn’t
necessarily funny to another (e.g., none of the example des-
tinations on pp. 9-10 are intended to be humorous, but any
of them could be, to someone). Use Jester Gates with caution
. . . but they are a great way to give silly gaming a try without
committing your whole campaign to it. If everyone hates the
destination and the results, it was “all just a dream”; everyone
earns a few character points and returns home without the
consequences of a Jester Gate gone wrong.
Ape World
The gate to Ape World (a.k.a. Simia) looks like any
other. Its destination is a clearing in a subtropical jun-
gle. Nearby is a very human-looking city, but scaled
up for its larger-sized inhabitants: intelligent, militant,
and civilized apes of all kinds. The entire world is dom-
inated by apes, and completely lacks humans, elves,
orcs, and other “standard” races.
Simia has a martial, multi-simian culture of goril-
las, chimpanzees, orangutans, and so on. Their arms,
armor, and names are reminiscent of an ape-themed
Sample Destinations 10
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