Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. This time it's a variety of ideas broadly
intended for pre-gunpowder campaigns.
The Broken Blade (Douglas H. Cole) rewrites weapon breakage.
It's doubtless much more realistic than the standard rules, but the
requirement to consider the possibility of weapon breakage for every
single hit seems as though it would slow things down excessively.
Weapons have separate breakage thresholds for attack and defence, and
if damage dealt or stopped exceeds the threshold they have to make a
health roll; then there's a failure increment, penalising the health
roll, so that high damage makes breakage more likely. Then there's a
detailed system for repairing weapons once they've broken. This is
frankly far more detail than I care about when I'm doing hand-to-hand
combat, but it may well appeal to people other than me. Designer's
notes
here.
Purveyors of the Priceless (Christopher R. Rice) expands on
bartering and trading, with a "Bartering Capacity" advantage that
represents a stock of tradeable goods. There are some new perks and
treatments of existing advantages, and expanded trade rules (based on
the ones in Low-Tech Companion 3) that deal not so much with deals
but with stock, turnover rates and markups. It's rather bitty but at
the very least would make for more plausible merchant caravans in a
fantasy setting. Designer's notes
here.
Eidetic Memory: Medieval Sea Trade (David L. Pulver) also builds on
Low-Tech Companion 3, and on Spaceships 2, to consider maritime
freight, determining available cargoes and potential profit. Mostly it
deals with speculative trade in the old Traveller model, with
notable imports and exports and buying and selling cargo, but with
some more conventional transport of freight and passengers. This could
really have done with being a full-length Low-Tech book, but what
there is is excellent.
Knowledge Is Power (Matt Riggsby) examines the imperial Chinese
civil service and its famous system of examinations, looking at both
its democracy (apart from women, relatively little of the population
was excluded) and its biases (only people who could afford to spend
years studying rather than working had any realistic chance of passing
the exams). This is largely a fascinating real-world research piece,
looking at the various stages of exams, cheating and its detection,
and the implications of both the successes and the failures of the
system. The actual game content is minimal, basically consisting of a
series of difficulty modifiers and status rewards for different levels
of exam. Designer's notes
here.
The Music Maker (Jon Black) is a writeup and history of Antonio
Stradivari and his work, including just why the instruments seem to be
so good (various explanations of the wood, and even that they were
simply more suited to the emerging musical style of the late 1600s).
There's also background on Cremona and other famous inhabitants, and
ways of using Stradivari in magical, conspiratorial, fantastic,
horrific and alternate-historical games, as well as a number of short
adventure seeds. Not much explicit game-mechanical content, but very
good; I am likely to steal from this.
Tempered Punks (Graeme Davis) looks at ways of restricting player
character inventors in steampunk, dieselpunk, clockpunk, and similar
genres: religious objections, whether an inquisition or just an angry
mob, excessive interest from the existing rulers, guild objections,
and fellow adventurers. This is not the sort of article which I tend
to need but it has interesting expansions of the basics.
Random Thought Table: Breaking Reality for Fun and Profit (Steven
Marsh) treats the conflict between simulationism ("energy weapons need
lots of power") and narrative gamism ("energy weapons can keep firing
all day"): should bows be a reasonable choice because bows are a fun
thing for your fantasy hero to have, or should they be mass killing
machines? How quickly does first aid get you back into the fight? And
so on. The article describes various ways of tweaking weapon damage
and such like; again, it could have done with being rather longer.
Short Bursts: Ten Minutes in October (Steven Marsh) is more
promotional fiction for Car Wars.
There's nothing thoroughly game-changing here, though I'll probably
use the Stradivari article and maybe a rejig of the Chinese civil
service examinations. Pyramid 87 is available from
Warehouse 23.
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