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Old 12-21-2018, 09:12 AM  
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Pyramid #3/122: All Good Things

As the curtain falls
I am already asking
What the future holds
— Anonymous
And so Pyramid, Volume 3 comes to the end of its run. Its final issue, Pyramid #3/122: All Good Things, has no theme in the traditional sense, but it does have a unifying thread. Namely, it celebrates the magazine's – and GURPS' – broad range, as this list of articles illustrates:
Sufficiently Deranged
By Phil Masters
How does that line go again, "Any sufficiently advanced technology is indistinguishable from magic"? Or is it "Any sufficiently advanced magic is indistinguishable from technology"? Either way, you can't deny that the maddest of mad science differs little from the fantastic. This article takes that idea and runs with it, showing how to use the rules and trappings of magic to handle gadgeteering and the wildest kind of "scientific" speculation.

The Undead-Hunter
By Sean Punch
Speaking of magic, fantasy, and all that good stuff, what would a final issue be without something for the Dungeon Fantasy Roleplaying Game? Here's a new profession for those who think clerics aren't tough enough and holy warriors aren't focused enough. It forges elements of both into a deadly weapon pointed straight at the hearts of vampires and minds (well, braaains) of zombies. If your dungeons are plagued by things that won't stay dead, and the cemetery on the edge of town is a restless place, not a resting place, it's time to bring in the undead-hunter.

Chevaliers and Commanders
By Christopher R. Rice
Still in the vein of dungeon professionals, though now for GURPS Dungeon Fantasy, here are two more specialists you might find of interest. The chevalier is an answer to the question, "What about mounted combat in Dungeon Fantasy?" The commander is ideal for those who like old-school gaming where leaders are leaders and every party has one. Either has a stronger claim to the title "knight" than the profession by that name, and should broaden your party's horizons by better preparing the group for outdoor adventure and military intrigues.

Eidetic Memory: The Bouncers of Caradoc
By David L. Pulver
But enough with the fantasy! There are monsters in spaaace, too, and this piece brings you a whole planet full of them. It has it all: planetary data, creature stats, and tons of adventure seeds that involve classic sci-fi elements from corrupt corporations, through "It's a bug hunt," to Precursor ruins. You can check those corners all you want; it won't help you against the bouncers.

British Rhodes
By Matt Wehmeier
Alternate histories – or should I say, parallel worlds – are yet another major feature of GURPS and Pyramid. This one looks at a version of reality where the British Empire chose Rhodes over Cyprus for a variety of political and military reasons that make sense in light of the timeline's divergences from our reality, starting with the Battle of Königgrätz. It comes with city stats for Rhodes, GURPS Infinite Worlds-style worldline data for Bismarck-3, and a whole bunch of intriguing adventure seeds.

Native American Crusaders
By Christopher R. Rice
Oh, you didn't think we were done with the monsters just yet, did you? These ones are for GURPS Monster Hunters, and come right out of Native American culture. To fight them, bring in somebody who knows what you're dealing with. That means specialist crusaders, described in the same level of detail as those found in GURPS Monster Hunters 6: Holy Hunters. Let me warn you, you're going to need the help!

Steven Marsh opens and closes the festivities, as he has for over a decade of Pyramid, Volume 3. The very last Random Thought Table rounds up his philosophies as a gamer and 'zine editor, and illustrates how the two are really one and the same.
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