Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. "Space Atlas" covers places to take a campaign…
in space.
Disclaimer: I received assistance credit for one of the articles
in this issue and therefore did not pay for it.
I'm not running a spacegoing campaign at the moment, but I've
done it
before and I'll probably do it
again. So my applicability score is more "am I likely to use this in
the sort of game I run" than "can I drop it into a game I'm running
right now".
Ostara (David L. Pulver) is a lost colony that's recently been
rediscovered; it's suffering from a psychic plague and internecine
warfare (which overlap rather too much for comfort). High quality, and
high applicability: it's good for plenty of adventures, there's no
easy way to solve its problems, and I can drop it into a spacefaring
campaign without too much difficulty.
The Vanishing Sun (Christopher R. Rice) is a solar system that moves
randomly around the galaxy, and from which ships can't escape. That's
a bit of a red flag for me: whenever a setting says that you can't do
a thing which is normally standard, I want to find ways to do it, and
other players tend to feel the same, so I suspect a campaign set here
would end up being about getting away even if it's an interesting
system to explore. There's a Big Dumb Object in the grand tradition,
but less about the rest of the society than I'd really like. Medium
quality, medium applicability because of that whole "can't get away"
thing; there's no easy way to fix that, because for the rest of the
setup to work this has to be an isolated system. (Designer's Notes
here.)
The SkipTime Hub of the OceanWe (J. Edward Tremlett) has enigmatic
aliens offering glipses of the future, or rather "which of these two
options will bring the better short-term results". The enigma is
well-drawn, starting with the docking structure and the arbitrary
rules regarding who's allowed to visit. But there's also the blighting
effect of the ability: if you can always pick the better option, why
should you try to work it out? And this is affecting the aliens too…
High quality, medium applicability. This is such a huge thing that a
campaign really needs to be about it rather than having it as just
one element. (There's some extended material on the aliens
here.)
Halfway to Anywhere (Timothy Ponce) is an article I wish I'd
written: realistic orbital mechanics for gamers. (I still think there
might be a book in this somewhere.) Pity I have no players who'd be up
for such nitpicking detail; mostly people just want to know "how long
does it take to get from A to B, and can we do it in this spaceship".
High quality, high applicability even if it's just for me as GM
running calculations behind the scenes.
Homeward Unbound (Steven Marsh) describes an archway on an alien
world, which provides a one-way instantaneous teleport to Earth. It's
restricted enough not to be a huge game-changer, but still
interesting. High quality, low applicability; it needs a campaign
where alien super-tech is a common thing, or like the SkipTime Hub
it'll tend to take over.
Random Thought Table: Awe's Right With the World (Steven Marsh)
looks at sense of wonder, and how other planets can feed into that in
the context of role-playing. One can't simply run a special effects
sequence in descriptive prose and expect players to go "wow, we're in
space", so new worlds have to have some other significance than the
visual: increased scope, higher stakes, and so on. As usual with
Random Thought Tables, there's little direct gaming applicability, but
it's good inspiring stuff.
Pyramid 79 is available from
Warehouse 23.
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