Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
the exploration of space, as distinct from alien planets.
Aethyric Space (Christopher R. Rice and J. Edward Tremlett) is
a space-opera setting: the Oort cloud is where magic starts, and it is
linked to the clouds of other systems. There are five competing
interstellar polities (two of which are utterly mysterious, and one of
which is mostly dead, so really it's two), plus Earth - which is left
largely for the GM to define. There's a fair bit of interest here,
though it goes too far down the space opera path to be directly useful
to me.
Bazaar (Nathan M.M. Meluvor) is a massive ancient space station,
modified and expanded over millions of years, serving as a marketplace
for everything. It's divided into city-states and deliberately set up
to allow adventures that "don't fit" elsewhere in the campaign. Great
idea, needing a fairly loose universe to work.
Eidetic Memory: Space Wrecks (David L. Pulver) is a more generic
article, dealing with abandoned spacecraft and their salvage or at
least reporting. Four ships are detailed, along with how they got
where they are, what's left to be found, and any associated hazards.
This is good stuff and useful inspiration for other incidents.
Space Pirates (Adrian Tymes) takes a game designer's approach to
putting piracy in space, pointing out various groups that might be
called "space pirates" and how they can be made playable and
more-or-less plausible. There's also an example setting, and some
spacecraft designs. The initial discussion is probably most useful,
and could do with being longer, but this is still a solid article.
An Alien Way of Thinking (Rory Fansler) starts with various GURPS
advantages, and looks at how they might shape the patterns of thought
of a species where everyone shared them. There's an obvious nod to
Arrival as well as a couple of new powers. Slight but interesting.
Random Thought Table: Push Your Luck! (Steven Marsh) looks at what's
needed to make that concept useful: mostly, a choice between a
relatively safe option and one that's riskier but more rewarding if it
works. This is mostly a set of examples.
There's nothing here that I'll be using immediately, but Space
Wrecks and Space Pirates both have relevance to the sort of
campaign design I tend to do (probably not for the same campaign…
though maybe…) Pyramid 110 is available from
Warehouse 23.
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