Greg Porter

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Greg Porter

Engineer Who Solved The Scaling Problem

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By the mid-1980s, the universal RPG had become one of the holy grails of simulationist design.

Steve Jackson’s GURPS established the template: a single system capable of handling any genre, any setting, any conflict. Point-buy characters. Bell-curve probability. Detailed sourcebooks treating each subject with research-paper rigor.

GURPS worked beautifully at human scale. A skilled swordsman facing a novice played out with satisfying predictability. The 3d6 bell curve ensured competence mattered.

Then you tried to model a tank.

Or a superhero. Or a starship. Or a nuclear warhead.

The math strained under load. Armor values ballooned. Strength values climbed. Resolving combat between entities of vastly different scales meant more conversion, more exception handling, more subsystem weight.

Greg Porter looked at that and saw a transmission grinding.

He did not want patches.

He wanted to redesign the engine.

The Logarithmic Revolution

Porter’s solution was elegant and mathematical: logarithmic scaling.

In EABA, short for End All Be All, most of the rules tie back to a Universal Chart. The chart turns real-world values into game levels, then lets those levels interact with the same basic math. Weight, distance, difficulty, damage, time, and other values can all be translated through the same structure.

Every +3 represents a doubling of real-world effect. The scale can move from fists to firearms, from vehicles to heavy weapons, from human time to larger time frames, without needing a new rules engine every time.

This is not a patch.

It is a unified field theory for game physics.

Where many simulation games enumerate, Porter derives. Instead of assigning arbitrary values to every weapon, vehicle, tool, or creature, the system asks what the underlying physical specifications imply. Give the engine the values, and the chart generates the game meaning.

The implications cascade through the design. Time scales. Distance scales. Damage scales. Mass scales. The same mathematical philosophy holds.

This is what makes Porter different from most universal-system designers. He was not simply building a generic ruleset that could wear different genre clothes.

He was building a conversion engine for reality.

The Death Spiral

Porter’s other signature move attacked the sacred cow of hit points.

In D&D, a fighter at 1 HP fights exactly as well as a fighter at 100 HP. Damage is abstraction. Effectiveness is binary. You are either up or you are down.

In GURPS, the model is more granular. Shock penalties, health checks, accumulated wounds. But the core logic still begins from a pool. Damage reduces the pool. At certain thresholds, the character suffers consequences.

Porter pushed harder.

In CORPS, damage creates impairment. Wounds reduce capability. Shot in the arm? Your performance suffers. Gut wound? Your body degrades. The more hurt you are, the worse you function.

This creates what designers call a death spiral: wounded characters become progressively less effective, which can make them easier to hurt again. Critics argue that this feels punishing. Porter would argue that it feels real.

A gunfight between injured combatants should be sloppy, desperate, degraded.

That is not cinematic fairness. It is trauma modeling.

The influence is subtle because it is not always credited. Modern gritty games often use wound penalties, stress tracks, trauma consequences, and degraded performance. Porter was there early, with the math to back it up.

The Designer’S Toolkit

If EABA proves Porter’s theoretical mastery, Guns! Guns! Guns! proves his practical influence.

3G3 is not really a game. It is a meta-design toolkit.

Porter published mathematical procedures for constructing firearms across game systems. Input specifications. Output usable game statistics. The book sits in the strange zone between supplement, simulator, and design instrument.

That is a different kind of contribution from publishing a popular RPG.

When you build tools other designers can use, you have moved from product to infrastructure.

Guns! Guns! Guns! is the quiet proof of Porter’s peer influence. It speaks most loudly to the people who care about whether the numbers under the hood make sense.

The Journeyman Engineer

Porter’s influence extends beyond his own systems.

He did work for Imperium Games on Traveller’s fourth edition, including equipment and vehicle material. That is invisible work. Most players do not remember who wrote the equipment chapter. But every character sheet and every session can feel the consequences if the gear math is wrong.

Porter brought his engineering sensibility to someone else’s transmission and made sure it ran clean.

His favorite detail from that work, as he has described in interviews, is wonderfully human: even in the far future, once you take a tent out of the bag, you still may not be able to figure out how to put it back in.

That is the difference between simulation and truth.

A lesser designer might calculate packed volume and dimensional constraints. Porter knew some things do not need math. They need the memory of a person fighting with a tent bag.

The Digital Pioneer

Porter also saw part of the future early.

BTRC moved heavily into PDF distribution well before that was normal for tabletop publishing. EABA v2 went further. It was not just sold as a static book. It was built as an augmented PDF with features such as pop-up navigation, hyperlinks, a built-in dice roller, semi-automated character sheets, picture import, mapping tools, one-click character creation, and savable changes.

The PDF was not just the container.

The PDF was part of the interface.

That mattered because simulation games have a real usability problem. The more the system knows, the more the player has to track. Porter’s answer was to let the document help carry the load.

The mass market was not ready for that in the early 2000s. By the time digital delivery became normal, Porter was already a cult figure rather than a mainstream name.

That is often how engineering breakthroughs look from the outside.

Obvious later. Strange at the time.

The Satirist’S Funding Model

Porter’s career contains a telling irony.

His most commercially visible early product was Macho Women with Guns, a satirical game mocking action-movie and gaming tropes with exactly the title it promised. It was crude, funny, and memorable enough to become the BTRC title many people heard of before they heard of EABA or CORPS.

The joke product helped carry the serious work.

That is not a contradiction. It is a business lesson. The rigorous work earns respect. The absurd work gets noticed. In the hobby market, sometimes the thing that pays the bills is not the thing that defines the legacy.

Porter understood that tension early.

The Linux Of Rpgs

Steve Jackson is Windows: ubiquitous, supported by massive libraries, the default entry point for simulation gaming. Everyone knows GURPS. Everyone has an opinion about GURPS. The sourcebooks fill shelves.

Greg Porter is Linux: powerful, efficient, mathematically elegant, beloved by engineers and power users, invisible to the mainstream.

EABA does not have the brand recognition.

It has the engine.

This is Porter’s tragedy and his legacy. He built a better answer to a specific design problem. He solved scale with math instead of patches. He created tools that serious simulation-minded designers and players notice.

Almost nobody outside that community knows his name.

The Triad Of Universal Design

To understand Porter’s position, place him against his competitors.

Steve Jackson is the Industrialist. He built the factory that mass-produced universal systems. His genius is standardization: proving that gamers wanted research-backed realism, then delivering it at scale. GURPS defined what a universal system was for the market.

Erick Wujcik is the Philosopher. With Amber Diceless, he questioned whether the factory needed to exist at all. His genius is deconstruction: proving that physics engines were optional, that pure narrative causality could sustain play. Amber defined what a universal system did not need to be.

Greg Porter is the Engineer. He looked at Jackson’s factory, saw the gears grinding at scale, and redesigned the transmission. His genius is mathematical: the logarithmic chart, the unified scaling, the derivation-over-enumeration philosophy.

Jackson enumerated the world.

Porter provided the algorithm.

Beyond The Universal Engine

Porter’s recent work demonstrates that his design thinking extends beyond roleplaying systems.

Donner Party applies his simulation instincts to board game territory: survival, resources, weather, and increasingly grim decisions. The same mind that built EABA turns to modeling starvation, morale, and the mathematics of desperation.

Armageddon War marks his entry into hex-and-counter wargaming: platoon-level combat in a near-future apocalyptic setting. This is Porter returning to the hobby’s older roots, the wargaming lineage that preceded RPGs entirely.

But he brings his engineering sensibility with him. Fog of war. Suppression. Degraded combat effectiveness. The impairment thinking that shaped CORPS appears here in tactical form.

These are not departures from his design philosophy.

They are applications of it.

The Universal Chart scales from pistols to starships. Porter’s design thinking scales from RPG campaigns to board game survival horror to operational wargaming.

The engineer keeps building.

The Honest Assessment

Porter’s work can tempt a larger claim, and the temptation is understandable. EABA is a gorgeous piece of system engineering.

But the history has to separate quality from influence.

Invention measures whether others adopted the innovation. The logarithmic chart and impairment modeling are genuine innovations. They opened design space and shifted the conversation among simulationist designers. But they were not adopted wholesale. No major system copied the Universal Chart as the new standard. The death spiral influenced gritty design broadly, but direct attribution to Porter is not consistently documented.

That is a 7: people noticed.

Architecture measures both how well the system was built and whether other designers built on it. EABA may be one of the most internally coherent universal RPG engines ever published. One chart. All scales. Derivation from first principles.

The quality is undeniable.

But nobody built a major third-party ecosystem on it. The specific architecture did not become the template other designers literally built upon. A brilliant system that does not propagate caps lower than a messier system that becomes infrastructure.

That is also a 7.

Mastery holds at 8. The craft arc from TimeLords through CORPS to EABA v2 is demonstrable: early rough work followed by increasingly polished, controlled design. The cross-format expansion into board games and wargames proves the simulation framework applies beyond roleplaying.

Solo-authored work. Clear design voice. Long career. Mathematical discipline.

That is mastery.

The Hidden Pattern

Greg Porter treats rules as physics, not interface.

Most designers ask: what experience do I want to create? Then they build mechanics to produce that experience. The rules serve the fiction.

Porter asks: what are the actual physical laws governing this situation? Then he models those laws mathematically. The fiction emerges from the rules.

This is why EABA feels different from GURPS despite both being realistic universal systems. GURPS tells you what a sword does in game terms. EABA wants to know what the sword is, what the body is, what the force is, and what the chart says.

One approach is design.

The other is engineering.

Porter is an engineer.

The hobby is mostly designers.

That is why he is respected by the few who understand what he built and invisible to everyone else.

What Remains

The Universal Chart. The impairment system. Guns! Guns! Guns! as the designer’s toolkit. Augmented PDFs before the industry was ready. Donner Party proving the math works for survival. Armageddon War proving it works for wargames.

Porter solved problems other designers worked around. He built infrastructure for the kind of player and designer who wants the numbers underneath the fiction to mean something.

If Steve Jackson defined the universal system as a commercial category, Greg Porter defined it as an engineering discipline.

The market chose Jackson.

The math chose Porter.

History will remember both.

It is just taking longer to notice the engineer.

The history is honest about the gap between building something brilliant and building something the world builds on.

Both things are true.

Fact Check Notes

Publication notes

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Fact-check statusPublished from a completed revised profile package.
Directory namePorter, Greg
Image creditFact Checked thumbnail from the completed revised profile package.
Last reviewedJuly 16, 2026

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