Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. This time it's a collection of unusual ways of
looking at things.
The Long and the Short of It (Sean Punch) considers time: more
specifically, very short and very long campaigns. The short game (and
particularly the one-shot) needs to be pared down, with traits that
won't come into play ruthlessly removed from the character, or at
least reduced to zero-point features so that the character's points
are spent on things that make them interesting within the scope of the
adventure. Conversely, a particularly long-running campaign has much
more book-keeping, but also more world-building and change over time.
The article goes on to deal with spatial scope too, with campaigns
that always stay in one small place and others that span galaxies and
timelines. This is an excellent article, which also mentions which
rules a GM is likely to need to have immediately to hand, and in fact
it's good advice to any GM thinking about setting up a campaign,
even one that's not especially large or small. High quality, high
applicability.
Eidetic Memory: The Disappearance of Father Cohen (David L. Pulver)
is a modern horror adventure: a priest has suddenly taken a leave of
absence, and his replacement calls in the PCs to look into it.
Depending on which leads they follow up, they may see the missing man
as a good guy or a bad one. It's a bit unfocused when it comes to the
end, and would need a bit of hacking, but it's definitely usable. High
quality, medium applicability.
Heroes on the Mass Scale (Christopher R. Rice) puts individual
fighters onto the Mass Combat battlefield, in a bit more detail than
that book allows for. This also allows for extremely powerful monsters
and vehicles. High quality, low applicability: I don't seem to run
games where mass combat is important, and when I do they tend not to
involve vastly powerful individuals. Mind you, if I ever run The
Turbulent Century… Designer's notes
here.
The Elvey Institute (Steven Marsh) is a group that takes the long
view, predicting the future in detail and making changes now to make
it better. Its method of prediction is purposely left vague, though
well-specified as to what it can and can't do; it's present mostly as
a source of quirky missions for player characters or a target of
conspiracy theorists. Medium quality, low applicability: what's here
is good, but it's pretty minimal and would need a lot of expansion to
be the centrepiece of a campaign. It wouldn't be as much fun if it
were on the periphery.
Random Thought Table: Look Out… Outlooks! (Steven Marsh) considers
more twists on games: high-powered Action heroes in a world with
superpowers, gods disgused as men, the redefinition of a power source,
and reframing enemies (either reforming them or making them just the
harbingers or something worse). What I'd like to have seen here is an
acknowledgement that suddenly changing things about a campaign can rub
players wrong in many ways, but this is still a thought-provoking
piece. Medium quality, medium applicability.
For me the Sean Punch piece is the real prize here, with the other
material being a bit more specialised though quite possibly more
applicable to players other than me. Pyramid 84 is available from
Warehouse 23.
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