05-05-2012, 02:02 AM | #21 | ||
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Time for the next wish list?
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Last edited by DanHoward; 05-05-2012 at 02:14 AM. |
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05-05-2012, 02:14 AM | #22 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Time for the next wish list?
I've been saying for a while that this is exactly the sort of thing that e23 should be selling. Fully fleshed-out locations complete with NPCs that can be dropped into a gaming session with little prep-work required beforehand.
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05-06-2012, 08:20 AM | #23 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Time for the next wish list?
Just want to say that I like pretty much all of the above suggestions and hope that as many as possible get used as future Pyramid themes.
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05-06-2012, 04:29 PM | #24 |
Join Date: Jun 2008
Location: Lansing, MI
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Re: Time for the next wish list?
My list, stealing a few good ideas :)
Supers II: more capes would be excellent Steampunk II: more gears, too. Horror: can you scare US? Urban Fantasy II: always a good time Cyberpunk II: We live in the future Monster Hunters II: Because we need more Dieselpunk: 1920's to WWII Ironpunk: pre-Steam Pirates: olde or new! Resumed Transmission: (articles in the style of Suppressed Transmission with a game nugget or four at the end) South of the Border: Mexico sounds awesome, but let's do everything South of Texas, as one person suggested Africa: Anything to do with the continent Australia: see above Asia: as above Middle East: repeat Russia: yep Europe: uh huh Sword and Sorcery: the pulp side of fantasy gaming Ghosts: anything spooky Zombies: I'm sure we can fill this up, right? Space Invasions: they're always fun Atomic Horror: calling the 50's Colonization - Past: march or set sail to new shores Colonization - Present: our attempts to carve out territory in near space, under the waves, or in exotic locations Colonization - Future: boldly go where no split infinitive has gone before
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05-09-2012, 02:03 AM | #25 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Time for the next wish list?
Has anybody mentioned social engineering? Pyramid 3/39 had a nice article about that in one of the specific settings for the issue's theme, but what about a whole issue about this kind of things, with adventures, campaign settings, optional rules etc. focused on social maneuvering?
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05-09-2012, 08:40 AM | #26 | |
Join Date: Jul 2009
Location: Berlin, Germany
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Re: Time for the next wish list?
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E.g.: - how to build a generic court [historical, galactic, Dwarven, whatever] or other political entity [city council, dragon moot]. - how to run many NPCs for the PCs to interact with - how to handle intrigues/schemes/plans between NPCs that change even when the PCs aren't looking |
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05-09-2012, 11:03 AM | #27 |
Join Date: Nov 2008
Location: Yukon, OK
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Wish: PU Optional setting Rules
Here is a new one to add.
Hmm we need a Power Ups for Optional rules that grabs all of them and puts them in a neat tidy place, tacks on a few new ones and builds packages of them (with optional point costs using the rules exemption perk) for different genres or styles of play. Say Bullet time, Flesh Wounds, Bullet Proof Nudity, Various harsh realism switches, etc. |
05-09-2012, 11:46 AM | #28 | |
Join Date: Apr 2005
Location: Houston, TX
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Re: Time for the next wish list?
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Perhaps the first could appear in a "Nobility / Peers of the Realm" themed issue in the "historical/fantasy" track (how to design courts, example NPCs, an adventure aimed around information-gathering and social "cutting", floor plans for a country palace, etc.). The second could appear in an "Intrigue / Schemes and Secrecy" themed issue in the "modern-day" track (NPC plots and timelines, conspiracy construction, more spy gear, historical sources for adventure ideas, etc.). |
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05-09-2012, 12:43 PM | #29 |
Join Date: Jul 2009
Location: Berlin, Germany
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Re: Time for the next wish list?
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05-09-2012, 01:13 PM | #30 | |
Join Date: Apr 2005
Location: Houston, TX
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Re: Time for the next wish list?
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That said, "Social Engineering" has some exotic name attraction (tied into hacker-lingo, and all that); was written by Bill Stoddard, a writer of proven and frequent GURPS value; and deals with a topic that's both complex and (often, not always) less familiar to RPG players. "Adventure Design," on the other hand, is an area of expertise where gaming tinkerers, of the sort GURPS tends to attract, are likely to feel far more comfortable and competent. Sure, you can always find folks humble and open enough to admit that they're always keen to learn new tricks of the trade -- and GURPS has those people, too, in spades. But "how to" books, to my limited knowledge, sometimes have trouble selling if they address topics viewed as relatively simple yet are pitched at a relatively informed audience. Of course, the solution might be a somewhat broader and more evocative title. "Bringing the World to Life" or "Worlds of Detail", in the fantasy/historical track? That covers adventure design, particularizing NPCs, handling devious plots, introducing weird cultural features, and so on. |
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