Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. This time it's about organisations, following
this year's releases of Boardroom and Curia and Dungeon Fantasy 17:
Guilds.
What's in a Lair? (Christopher R. Rice) rewrites the "base"
rules from GURPS Supers to allow the estimation of rough costs and
capabilities for a villain's lair or hero's headquarters. Determine
the size and any special capabilities such as an unusual tech level,
which gives you construction, repair and maintenance costs. Then set
physical attributes like life support or enhanced security, and add
fixtures like a bunker, a training facility, and so on. I… can't
really evaluate this article. It doesn't seem to say anything to me. I
think this is something I just do by feel, or with a detailed
vehicle/building construction system, not at this level of
abstraction. Designer's Notes
here,
"gear repositories" add-on
here.
Designer's Notes: Boardroom and Curia/Dungeon Fantasy 17: Guilds
(Matt Riggsby) explains the split between the two books: B&C works
from first principles (how big and rich is the organisation), whereas
Guilds asks how it fits into a narrative. I confess I see Guilds as
more of a worked example of a B&C organisation, but maybe that's just
me. There's a useful example of an organisation statted in both systems.
Eidetic Memory: The Most Worshipful Royal Society of Teratologists
(David L. Pulver) is a monster-studying organisation primarily for
Dungeon Fantasy, the sort of academic group that asks adventurers to
bring back a live basilisk. Oh, and this elderly chap wants to go with
you to study its native habitat. It can also provide employment for
PC sages, and buy useful information. There's history and organisation
(as well as some adventure seeds), and a strong flavour that raises it
above the generic.
Designer's Notes: Back to School (William H. Stoddard) is cut
material, particularly four worked examples: Merlin Hall, a magical
school in a fantasy mediaeval England; Mistress Blake's Establisment,
a Regency thieves' school; Nikola Tesla High School, for modern mad
scientists; and The Shining Temple of the Autumn Wind, a 19th-century
martial arts establishment. There's also the extended Accelerated
Learning advantage, cut for space.
The Knights Templar (Graeme Davis) is not a new subject for him (he
also wrote the Templars supplement for Rogue Games' Colonial Gothic
conspiracy- horror RPG and Knights Templar: A Secret History for
Dark Osprey), but gives a quick summary of the organisation and three
B&C writeups: in their original form, at the height of their power,
and in modern conspiracy theory.
Random Thought Table: Organization Rules! (Steven Marsh) is a guide
to using rules for inspiration, going through each step and asking
oneself what various answers to the implied questions might be. The
worked example is The Elvey Institute from Pyramid #84, with various
implications of the rules and ways it could have been done
differently.
Short Bursts: Muckleshoot (Matt Riggsby) is another short piece of
fiction connected with the upcoming Car Wars edition. No game
content, and at under 600 words it's about atmosphere more than
telling a story.
I'm giving up on the quality/applicability scale and just explaining
what I think of things. There's nothing here that I expect to use
directly in a game any time soon, but it's still thought-provoking and
will help my world-building improve in general. Pyramid 86 is
available from
Warehouse 23.
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