Pyramid, edited by Steven Marsh, was the monthly GURPS supplement
containing short articles with a loose linking theme – though for this
final issue that's mostly "look at all the different genres we've
covered".
Sufficiently Deranged (Phil Masters) systematises mad science
by treating it, in rules terms, like a sort of magic: this covers two
separate cinematic treatments of advanced science, the naïve approach
that advanced technology can simply do amazing and unpredecented
things if you know it well enough, and the slightly more sophisticated
model that lets some individuals vastly exceed what reality will
normally allow. So we get Magery (Mad Science), used as a Talent for
Gadgeteering rolls; going further, it can drive syntactic Realm magic,
using each science as its own Realm. There are plenty of examples for
the GM to build this into a full "magic" system. I think one could
have a lot of fun with this, and I'm filing it mentally in the
steampunk campaign box.
The Undead-Hunter (Sean Punch) is a class package for the Dungeon
Fantasy RPG, with notes on customisations, an example character, and
a conversion to GURPS Dungeon Fantasy. No notes on tactics, which
suggests that they should be fairly obvious.
Chevaliers and Commanders (Christopher R. Rice) presents two more
GURPS Dungeon Fantasy templates, a specialist in mounted combat
(which should perhaps have been called the knight, but that name was
already taken by the "armoured warrior" template) and a leader of men.
Both have customisation notes, a 50-point lens version for
multi-classing, and custom traits.
Eidetic Memory: The Bouncers of Caradoc (David L. Pulver) presents a
race of (unintelligent) psychic predators, and some other creatures
which get a bit less detail; it's aimed at an SF setting.
British Rhodes (Matt Wehmeier) is an outpost of the British Empire,
in a world lurching towards its version of the Great War. I find the
world rather more interesting than the individual port-city, and it
could definitely become a challenge for an Infinite Worlds game.
Native American Crusaders (Christopher R. Rice) extends the recent
Monster Hunters 6: Holy Hunters by adding various Native American
religious practices – and some new culturally-specific monsters for
them to fight. I'm rather impressed with Holy Hunters and this seems
like a decent supplement to it.
Random Thought Table: Final Thoughts (Steven Marsh) is a longer
piece than usual, considering Steven's gaming philosophy: primarily,
that we're all here to have fun, that the fun will look different for
different people, and if things are going wrong one should try to fix
them as soon as possible.
So on balance, some pieces that will be no use to me at all, and a few
that seem likely to repay further development – which is
characteristic of Pyramid volume 3 in general, really, though as a
role-player who mostly isn't enthused by dungeon-bashing I realise
that I'm a small minority in what's already not a huge hobby and
catering to my tastes is no way to make money. Pyramid 122 is
available from
Warehouse 23,
as are all previous issues.
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