Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
a celebration of 100 issues of Pyramid, and various articles that
wouldn't fit well elsewhere.
Impulse Control (Christopher R. Rice) extends Power-Ups 5:
Impulse Buys, particularly looking at "impulse points" (a separate
pool of points for doing Impressive Stuff, so that players aren't
faced with the choice of doing something neat now or building up their
character later). Here there are both Impulse Points and Villainous
Points (IP and VP), which cost five points each and regenerate at one
per game session… but VP are a _dis_advantage for player characters to
take, which grant benefits to the antagonists instead. I've seen this
sort of mechanism in indie games (most obviously with fan-mail in
Prime Time Adventures) and recent Call of Cthulhu (where luck
points spent by the players add to the GM's luck pool for NPCs);
clearly it's a popular approach, though I'm rather burned out on it
after running Madness Dossier and Torg with purchasable successes;
I really prefer rules mechanisms to be as diegetic as possible, i.e.
they should be tied to something the character is doing rather than an
action that only makes sense to the player. Still, this would work
well in a game where such purchases were a regular thing.
Infinite Weapons (Hans-Christian Vortisch) is, unsurprisingly, about
guns: specifically, weapons which were never popular (or in some cases
even built) in the real world. This sort of thing is a favourite with
gamers, and easy targets like the Puckle Gun and the Webley-Fosbery
have already been covered (in Low-Tech and High-Tech
respectively). But we do get the Gabbett-Fairfax Mars, Mauser P45
"Volkspistole". H&K CAW, Steyr IWS 2000 and Ares FMG, among many
others. Each one has notes not only on its own history but on the sort
of world-line where it is likely to be popular. Good solid stuff for
adding odd historical flavour.
Eidetic Memory: The Galactic Operations Directorate (David L.
Pulver) is the background that goes with the chapter vignettes in
Ultra-Tech, a highly secret covert operations agency for a
star-spanning empire. Now we have Boardroom and Curia to give a
format for statistics, which helps. It's all oddly flavourless,
perhaps because it's intended to work either as the focus for an
action game or as the strong arm of an oppressive empire; even the
villainous Yezendi Antimatter Syndicate are basically bootleggers writ
more energetic. This is probably better as a source of ideas than as
something to be run directly.
Fashion Forward (Matt Riggsby) extends the clothing system from
Low-Tech and Dungeon Fantasy 8 to describe more high-tech
clothing. I tend to gloss over this level of detail in my games, but
if a player ever wants to specify exactly what his character is
wearing, I'll know where to look.
Gods of Commerce (Christopher Conrad and Jason "PK" Levine) adds a
new sort of deity to Dungeon Fantasy games: the gods of wealth and
trade, both light and dark. (I've recently played a cleric of such a
god, in
a fantasy game with Whartson Hall -
but that was under a much lighter set of rules where it was basically
incidental detail.) Dungeon Fantasy isn't my thing but this looks well
set-up.
Realistic Injury, Expanded (Peter V. Dell'Orto) makes the extended
injury system from Martial Arts even more complicated, with
permanent injury checks, lasting partial injuries, and expanded hit
location effects. If I were running a game about detailed combat, I'd
be all over this.
Random Thought Table: Briefly, an Adventure (Steven Marsh) looks
into short adventures, both their benefits and good ways of contriving
them: setting a real-time limit (particularly with a group that won't
get together again, such as at a convention), adding in size only what
seems really to enhance the experience, or even having a "highlights"
series of mini-adventures consisting more or less only of a "final
encounter". It's fairly general, as usual for RTT, but provokes
thought.
After a couple of disappointing issues, this is a Pyramid I like, with
one article I'll use immediately and several others that are going on
my "look this up when you need it" list. Pyramid 100 is available from
Warehouse 23.
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