12-22-2018, 07:02 PM | #41 | |||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/122: All Good Things
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There were a few articles Steven asked to use at a later date, one rejected because it would conflict with a book that may or may not be published (not mine), and a handful that I never heard back on so could have been too long, poorly written or just not feel right, Ill never know. But I had a good start, I think 4 articles published and the only person I can blame for not getting more is myself. I think I submitted just two or three a year on average the last three or four years. I'm grateful to Pyramid, all the editors and the Pyramid group including you and Christopher. Sorry for my part in its demise. I always listened to the style and editing advice even the couple of times I felt it conflicted with prior examples. It was the creative part where we ran hot, specifically the Dragon Knight system (Later it became the Conjurer article). Some of my stuff will be resubmitted for books, others just go up on the blog. If enough people do that with their stuff we should have a lot of material out there. I mean Eggplant has practically written up all the Magic as Sorcery spells by now, just for one example. Quote:
As for that slush pile, I was honored when you asked to use what my earliest submission (sent in 2013) as my last article "Names Have Power" for issue #3/114, even as when I looked at it with more experienced eyes and was horrified at all the editing it needed. Quote:
Most of us think about your last paragraph, the difficulty with hitting enough genres and topics to interest the most people possible in any given issue, and themes helped a lot there. But that list of yours? That is a monster to tackle. And again, I am grateful for the platform and opportunity you gave so many of us. Hopefully we can continue to see new authors, and certainly Kromms journal indicates a healthy publication lineup.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 12-22-2018 at 07:22 PM. |
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12-23-2018, 12:27 AM | #42 | |
Join Date: Aug 2004
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Re: Pyramid #3/122: All Good Things
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As for letting new authors get a foothold: Well, I can rest happy knowing that Pyramid accepted 100% of the articles I submitted. (True, they never published a second article from me, but I think that may be my fault for not submitting one... : )
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12-23-2018, 09:32 AM | #43 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/122: All Good Things
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03-13-2019, 01:57 AM | #44 |
Join Date: Aug 2004
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Re: Pyramid #3/122: All Good Things
My thoughts about Sufficiently Deranged:
• Invention and Gadget-Based Powers: I would enhance this with something along the lines of Pyramid 3/66's “the Material Difference”, using the Pure Materialism option, replacing both Thaumatology and Alchemy with Weird Science, and having 25 energy points from suitable materials pay for 1 character point worth of gadgetry. • Mad Science as Syntactic Realm Magic: the suggestion to base Realms off of science specialities is an interesting one, and implies that you should always treat the total number of Teams as if it was “13 or more”: the number of scientific specialties is open-ended, and thus so is the number of potential Realms. In other words, don't feel like you need to subdivide reality into a limited number of Realms up front; just go with the smallest multiplier to the Realm cost. • Defining Effects says that energy costs don't apply. With the aforementioned modified version of The Material Difference, they may very well apply, with the caveat that they must be paid for using appropriate exotic materials. I'd generally allow material-based energy costs to replace margin of success. • Gadget Workings: technically, this is an application of the Practices option in Thaumatology, p.192. • And yes, this dovetails nicely with GURPS Powers: the Weird. When doing so, I'd base the Realms off of the Weird-Science Styles rather than science specialities. In this case, each Realm's associated skill would be pulled from the associated Style's Other Required Skills, which (almost?) always include at least one Science skill. • combining this with Pyramid 3/46, Weird Science: there might be a few ideas in “the Power of Weird Science” worth saving; but by and large, this article's “Gadgets as a Power” option renders “the Power of Weird Science” moot. In the other hand, Metatronic Generators should be closely reviewed for ideas on Gadgets as a Power. • Overall, I too would like to see this get a full book treatment for this article. |
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