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Tag Archives: Pyramid

Designer’s Notes: The Monstrous Monstroum

Posted on February 2, 2017February 2, 2017 by Christopher R. Rice | 2 Comments

Being one of those who was in on the Dungeon Fantasy Roleplaying Game was a huge honor – the system itself is rather amazing and Sean Punch did a wonderful job streamlining GURPS into this lean, mean, gaming machine. When I was asked to contribute to Welcome to Dungeon Fantasy I knew what I wanted to do immediately: […]

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Designer’s Notes: Mask of Humanity

Posted on November 17, 2016November 17, 2016 by Christopher R. Rice | 4 Comments

“The Mask of Humanity” began as “Parting the Veil.” It spent almost 4 years on my harddrive (longer than any other “finished and submitted” but unpublished articles I currently have) collecting dust. I’ve hinted at its existence on the forums dozens of times since then. It contains lots of little gems people asked for many […]

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The Hurt Locker: Gear Repositories for What’s In a Lair?

Posted on May 26, 2016May 26, 2016 by Christopher R. Rice | 5 Comments

After one of my C-Team players for my Aeon campaign noted the lack of armories or “gadget” rooms in my rules for “What’s in a Lair?” I came up with some rules on the spot, but that got me thinking: Maybe some other folks could use this too. New Fixture: Gear Repository Varies A room […]

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Designer’s Notes: Heroes on the Mass Scale

Posted on March 15, 2016March 15, 2016 by Christopher R. Rice | No Comments

This one was a fairly quick put together, but revisions were hellish in the extreme. Even the editing (the part I always have the hardest time with) took less time than the near constant revisions I did to make this thing work. Considering its progenitor system (“It’s a Threat!” from Pyramid #3/77: Combat) was specific […]

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Designer’s Notes: Magical Tradecraft

Posted on February 18, 2016February 18, 2016 by Christopher R. Rice | No Comments

This one was another one of those things that was a blast to write. I mainlined Burn Notice for several days, while taking notes for cool feats of skill or times when magic would have just been insanely useful to have. I then watched a few spy movies, made a few more notes, and then […]

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Designer’s Notes: A Song of Many Worlds

Posted on February 16, 2016February 16, 2016 by Christopher R. Rice | No Comments

Another article that started out a campaign material and then I whipped into shape to become something more publishable. Like most of the articles I pull directly from my campaigns I had very few pieces to cut because it was so concentrated. This was also the article where I fixed what I viewed as a […]

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Designer’s Notes: May the Shadows Guide You

Posted on February 9, 2016February 9, 2016 by Christopher R. Rice | No Comments

With “May the Shadows Guide You” I began to hit my stride. I’d half a dozen articles under my belt and a hit in Metatronic Generators (which is still fairly popular years later). The meat of this article actually hailed from a defunct fantasy campaign I ran. My significant other wanted to use GURPS Powers: […]

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Designer’s Notes: The Wild Hunt

Posted on February 4, 2016February 4, 2016 by Christopher R. Rice | 2 Comments

I don’t remember if I asked PK about it or if he asked me, but somehow we got to talking about GURPS Monster Hunters and faerie. I remember when I was playtesting the series originally that I raised this question and he told me he just didn’t have room. I asked if I could work the […]

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Designer’s Notes: Magic Bullets

Posted on January 27, 2016January 27, 2016 by Christopher R. Rice | No Comments

This rather light article should have been quick to write. It wasn’t. It was like giving birth to a baby that had bone spikes on it. Really, I probably should have skipped writing anything for this issue, but when your broke you’ll do whatever you need to to make some money. All that aside it […]

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Designer’s Notes: Vehicle Imbuements

Posted on December 24, 2015December 24, 2015 by Christopher R. Rice | No Comments

GURPS Power-Ups 1: Imbuments is one of those books that is so simple and yet so ridiculously complex. It lends itself quite well to just about any campaign frame as it can be easily explained as belonging to whatever supernatural or cinematic abilities are available in the setting. What’s more Imbuements are extremely easy to expand […]

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