Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
the last of the three issues promised during the Dungeon Fantasy RPG
kickstarter. (It's well timed, as hardcopies of the books were
reaching Kickstarter supporters as it came out, and they're now
available to the public.)
Monster Modding (Sean Punch) reminds me of articles from 1980s
White Dwarf: "My players have memorised all the monsters and their
weaknesses! How can I surprise them?" In this case the suggestion is
not just to use new monsters (which will make cautious players prolong
the fights) but to change the abilities on existing ones. The article
itself consists of meta-traits like Demonic, Spectral, Driven, Strong,
as well as "elemental" imbuements and something approximating classes
for monsters. I can't help feeling that this is solving the wrong
problem - if you want players to wade into fights rather than being
cautious, why not just reward them for doing so? - but it solves it
effectively.
More Mythic & Magical Monsters (Peter V. Dell'Orto) has Cerberus
(both the original and some cut-down version) and the Bull of Colchis,
as well as giant beetles, centipedes, etc. This would have been dead
handy for my Last Days of Atlantis campaign had it not gone all
warped and eldritch at me.
Eidetic Memory: Hydra Island (David L. Pulver) is a scenario that
sees the adventurers hired to catch another, well, small adventuring
party. It's all fairly straightforward, though talking to people will
produce an easier path than the Dungeon Lawnmower approach.
The Hand of the Demon (Christopher R. Rice) is a set of six
mini-dungeons linked by a common thread, and a time limit. Oddly, the
thread (which is apparently meant to be a sting in the tail) is
unresolved: it's all about the fighting and looting.
Random Thought Table: If Not You, Then Who? (Steven Marsh) looks at
the problem of player character involvement: why is an adventure
their job? Perhaps they're the best able to deal with it, there's a
cultural assumption that it's what heroes do, there's an adventuring
guild or similar organisation, there's no time to get in the experts,
or everyone else is tackling harder problems. (A box notes excuses
that a quest-giver can use to avoid going on the quest.) Essentially
this is all about social context, and arguably a purist Dungeon
Fantasy game wouldn't care about any of this stuff, but it works well
for me.
Designer's Notes: How to Be a GURPS GM (Warren "Mook" Wilson) is
essentially a description of how the book came to be, and what's in
it; it's more of an advertisement for the book than designers' notes
usually are.
Well, as expected, this is another Pyramid that isn't a great deal of
use to me. I'll steal the classical monsters at some point, and the
Random Thought Table is definitely a good starting point for
considering PC involvement in all sorts of campaigns, but otherwise
it's all about the dungeon bashing – which is fine if that's what you
want. Pyramid 108 is available from
Warehouse 23.
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