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Pyramid: Official GURPS in short sweet bits

Thursday is GURPS-Day, and because of a quick trip back and forth to California from Monday through Wednesday, I’m a bit behind. Life gets that way.

Over on the forums, the poster known as mehrkat made the following remark. It struck a nerve with me in a good way, so I repeat it:

I admit I don’t take “canon” very seriously. Canon is my world specific. I toss stuff out at random at my whim which is definitely encouraged by GURPS. But I would absolutely consider something in Pyramid to be assigning it “official” status.

Well, YES. THIS.

 Writing for GURPS is kinda hard. The system itself isn’t that difficult – there are really only a few core mechanics. But depending on your interest, you’d best be at least passing familiar with what has been done on the subject you’re interested in. Even if you’re trying to cover new ground, it’s often a good idea to know what toes you’re stomping on.

Looking at my own works, for example:

Ten . . HUT!: Well, this provides finer gradations in Military Rank. Most useful if you’re actually building a character, so while it can be applied to existing games, once the dude is written, there’s probably not much point.

The Big Guns Thing: Can be used as a drop-in for any weapon, even in 4e. It also has a bunch of (then) house rules for injury, some of which are now more-or-less canonical in 4e, some not.

Armor Revisited: Optional rules, can be done in any game, even retroactively, and dropped if you don’t like ’em. So this one’s portable.

The Deadly Spring: Sort of like the guns article, in that it can be used retroactively (it’s a design system), but it mucks with the stats of a common muscle-powered ranged weapon, and if your GM goes on a “realism” kick, might nerf your concept. Also, you might want gonzo bows for Dungeon Fantasy. So YMMV.

The Last Gasp: Yeah, this one has real potential to make character concepts play very, very differently. It makes HT really important. Even more important than usual! This one probably needs to be adopted at the start of a campaign – or at least with careful consideration.

Delayed Gratification: I wrote this article so it could be dropped into an existing game. So this one’s portable.

Technical Grappling: a rewrite and expansion of grappling rules, but it is not fully compatible with the existing rules. It has an entirely new mechanic to represent how well someone’s being grappled, and so it’s not something that can be easily meshed with (say) people writing Pyramid articles referencing grappling. You’ll need to say “well, using the existing rules, this weapon does armed grapples like [blah], but if  you’re using Technical Grappling, treat this as a Flexible, Flail, Impaling weapon for grapples, and if you hit, it also inflicts 2d+2 Control Points!”

The other reason it’s hard is that, well, it’s not fiction. It’s technical writing to a very specific style guide. There’s a WYSIWYG template with the proper SJG styles, and using them can be hard to master. The formatting used to write up (say) Advantages, Templates, martial arts styles, or whatnot are quite specific, and can be easy to get wrong. They’re quite picky about pesky things like grammar and stuff.

It’s every bit as technically precise to write for Pyramid as it is to write an e23 supplement. The nice thing about it, though, is that it can be as short or long as you’d like. Well, if +Steven Marsh accepts it. My shortest for GURPS was probably Armor Revisited at about 1,700 or so words. My longest, never to be repeated on pain of death and mockery, was The Deadly Spring, at a mind-boggling 11,000. For what it’s worth, every word in Dungeon Fantasy 12: Ninja, including the index and table of contents, pull quotes and marketing pages, is about 14,000 words. So Deadly Spring is basically as long as a full e23 release.

That’s a GURPS supplement, right there. On a subject so esoteric that I doubt it would merit a full release – but because there’s Pyramid, it doesn’t need one.

Lastly: if you do want to write for GURPS, you want to start with Pyramid. I’d probably target something on the order of 3-5 pages in the magazine, or about 2,500-4000 words. Long enough to show you can do it, not so long that it’s a huge risk to print.

But make no mistake: GURPS is Pyramid, and Pyramid is GURPS. Grar!

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3 Comments

  1. "Official" is sort of a meaningless distinction. If an article has the benefit of having the Line Editors look it over and get a thumbs-up, it seems to me that you can feel confident that it will be balanced. What more does material need?

    Pyramid seems more like open mic than a GURPS supplement, but it must still pass through review before being published, after all. I guess by that analogy, a supplement is an album or a headlining act's show or something.

  2. "Official" is for game cultures like that round D&D, where it's considered acceptable for a player to turn up with a book he's bought and insist on being allowed to use rules from it in someone else's game.

    In GURPS you don't even use all the rules in the Basic Set in one game!

  3. That is the true strength of GURPS is the modular style where if the rules don't matter to your game or world, don't mess with it. That is what allows Pyramid to be able to do what it does in the fact that new rules and functions can be added in as long as they augment the current game only.

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