Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's a
tie-in with the recently-released Hot Spots: Renaissance Venice,
dealing with areas on a slightly larger scale than last month's
Locations issue.
City of Lights, City of Blackouts (Jon Black) deals with Paris
from the start of the twentieth century to the end of the Second World
War. There are three suggested campaign bases: the Bohemian, the
Resistance, and the Underworld. A quick guide to the layout of the
city is followed by four broad eras defined by the First and Second
World Wars; each one has events, locations, people, and adventure
ideas. (And we finally get stats for the Apache revolver, a bizarre
combination of gun, knuckleduster and knife that I've met in the Royal
Armouries in Leeds.) This isn't necessarily something on which to
build a campaign (at least it would take a fair bit more work), but
rather a solid basis for a campaign that can spend time here.
East Berlin (Matt Wehmeier) describes that city in the early 1980s;
there's not much geography (unfortunate, since there are substantial
differences from modern maps), but it's a good brief introduction to
the look and feel of the place. There are campaign suggestions, and
even four alternate worlds with the city as a theme. This is good
solid stuff.
Eidetic Memory: Victoria 2100 (David L. Pulver) covers the city in
the Alberta-British-Columbia Union, for Transhuman Space. It's
noticeably more liberal in respect of the rights of arguably-sapient
beings than the rest of the Pacific Rim Alliance, but there's not much
detail here; it's only a three-page article.
Villa del Trebbio (Matt Riggsby) describes the Medici villa outside
Florence; this is purely physical, with plenty of maps but only
sketchy notes on the people one might find there.
Revolutionary Cuba (Nathan Milner) covers that nation in the 1950s
and early 1960s, through the revolutionary war and the tense
relationships afterwards – as well as the organised crime connection.
This is probably something that deserves a campaign in itself rather
than a brief visit, and I'd like to see more about the time and place.
Furbo Venezia (Matt Riggsby) is four adventure seeds for Renaissance
Venice, closely tied to the setting.
Random Thought Table: Stealing History for Fun (Steven Marsh) deals
with borrowing things from the real world for an invented setting:
appearances and mannerisms for NPCs, and either whole cultures or
interesting elements for settings. This is another piece that needs
much more space, but it's a great starting point.
This is the sort of issue I buy Pyramid for. Game mechanics are all
very well, but not my first priority: actual places and people that
will give me ideas for future adventures and campaigns are much more
interesting. (What a shame that it should come out around the same
time as the announcement that the magazine will be shut down at the
end of the year.) Pyramid 117 is available from
Warehouse 23.
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