
| Pyramid #1 (May/Jun '93) |
"The Hole," a multi-genre roleplaying campaign background for any system; a
Sneak Preview of Space Knights;
GURPS Atomic Horror designer's notes; Godzilla in
Ogre Miniatures; Voodoo in
GURPS; Pyramid Picks
reviews The Primal Order, Wizardry VII: Crusaders of the Dark
Savant, Solitaire's Journey, Citybook VI: Uptown and the 7000
Series "La Cornelle" 18/0 Brush. | |
| Pyramid #2 (Jul/Aug '93) |
"The Future of Gaming," essays from some of the industry's top visionaries;
"Running the Perfect Fantasy Campaign" by Mike Stackpole; Designer's Notes for
GURPS Vampire: The Masquerade and
GURPS Bestiary; "The Factory States," source
material for Ogre Miniatures; roleplaying Vernor
Vinge's A Fire Upon the Deep; A play-by-mail primer; Pyramid Picks
reviews The Journeyman Project, Underground, Traveller: The New
Era, Amber, Sid Meier's Civilization and Accu-Flex Paint.
| |
| Pyramid #3 (Sep/Oct '93) |
"GURPS Tech Magic,"
a new college of spells; Envoy, a new common
language for RPGs to aid in conversion; "Hampire: The Masked Ace Raid," a
hilarious Toon
adventure; Designer's notes for GURPS Vehicles and
GURPS War Against the Chtorr; Pyramid Picks reviews
Earthdawn, Kult and
Archmagic. | |
| Pyramid #4 (Nov/Dec '93) |
A Sneak Preview of Castle Falkenstein; running a
GURPS campaign in the
world of Gene Wolfe's Book of the New Sun; a preview of
Whispering Vault; a GenCon '93 report; Steve
Jackson reports on gaming in Brazil; Pyramid Picks reviews The
Masquerade, Lost Souls, 2nd Ed., Cybergeneration, Magic: The
Gathering, The Unspeakable Oath and
V For Victory: Market Garden. | |
| Pyramid #5 (Jan/Feb '94) |
Roleplaying in Greg Costikyan's novel By The Sword; Designer's Notes
for GURPS Werewolf: The Apocalypse, Underground and
GURPS Lensman; a sneak preview of The
World Wrestling Federation Roleplaying Game; new jumping and
falling rules for Car Wars; more Japanese movie
monster madness for Ogre Miniatures; "The Cheese
College," a new set of spells for GURPS Magic.
"Cthulhu Sucked My Brains Over The Modem," an introduction to online
roleplaying; Steve Jackson reports on European game conventions; Pyramid Picks
reviews Iron Helix, Battlespace, Creatures and Cultists,
Shapeshifters and Dungeon Maps. | |
| Pyramid #6 (Mar/Apr '94) |
Witchcraft in the Hero System; "The Way of Fist and Fang," adding
martial arts to Vampire: The Masquerade and
GURPS Vampire; a sneak preview of the first
Amber supplement, Shadow
Knight; new NPCs and adventure seeds for Over The
Edge; Designer's notes for TOON Ace
Catalog; Pyramid Picks reviews Mutant Chronicles,
Rache Bartmoss' Guide to the Net, Once Upon A Time and
Realms Of Arkania: Blade of Destiny. | |
| Pyramid #7 (May/Jun '94) |
Eight more pages than before! "Tervel's Haven," the first half of an adventure
for GURPS Vampire: The Masquerade; "Et in Arcadia
Ego," a complete adventure for Kult; "Brain
Hacking," a new skill for GURPS Cyberpunk;
Triune, a complete boardgame; the debut of
roleplaying adventure seeds "Warehouse 23" and "Terra Incognita"; Pyramid Picks
reviews Barsaive, Star Wars RPG Hardbacks, Prime
Directive, assorted Reaper
Miniatures and Creepy Castle. | |
| Pyramid #8 (Jul/Aug '94) |
Eight more pages than before! "Electronic Gaming," a complete
look at what's out there and what's coming soon; "Tervel's Haven"
conclusion for GURPS Vampire: The Masquerade; "Bubbling
Over," more rules for witchcraft in the Hero System; "Angels
in the Architecture," the first of a regular In Nomine
column; Pyramid Picks reviews Planescape, Myst, The WWF Roleplaying
Game, Book of Nod, Dark Wizard and assorted Grenadier
Miniatures. | |
| Pyramid #9 (Sep/Oct '94) |
A free In Nomine poster inside each issue! Plus the first
look at Illuminati: New World Order; new regular feature
"Welcome to the Machine," helping gamers get the most out of the Internet;
"Mock Horror Adventures"; Dinosaurs in Car Wars; an Origins
report; Pyramid Picks reviews Australian Rails, Spellfire,
Kingspoint 2.0, Thunderbolt Mountain Miniatures and Traveller
Navigator. | |
| Pyramid #10 (Nov/Dec '94) |
"Sprockets," a near-future game world using the GURPS
Vehicles rules to create bizarre new Machines from Beyond;
Designer's Notes for Illuminati: New World Order; Basing an
Earthdawn campaign around Kaers; New material for the
soon-to-be-released GURPS Robots; a complete GenCon report,
with pictures; Pyramid Picks reviews Castle Falkenstein, Whispering
Vault, Jyhad, Hol, Forgotten Futures 2 and Werewolf, 2nd
Edition. | |
| Pyramid #11 (Jan/Feb '95) |
"GURPS Tekumel," converting the world of M.A.R.
Barker's Empire of the Petal Throne to GURPS;
GURPS Mage: The Ascension Designer's Notes; More
than you could possibly want to know about Illuminati: New World
Order, including basic strategy, a preview of the card art, and
Stupid INWO Tricks;
Using runes in roleplaying; Pyramid Picks reviews Lode Runner 2,
TIE Fighter, Tales of Gargentihr, TSR Audio CD Boxed Sets and
Thunderbolt Mountain Mini-Dioramas. | |
| Pyramid #12 (Mar/Apr '95) |
Snow Crash: A two-chapter excerpt from Neal Stephenson's incredible
cyberpunk novel, with
GURPS game stats for
several major characters and their special equipment; the official
INWO Limited Edition card list and Tournament
Rules; A look at the Winter Consumer Electronics Show; "Glass Mountain," a
complete adventure for Castle Falkenstein;
GURPS CthulhuPunk Designer's Notes; Pyramid Picks
reviews Shadow of the Comet, Bloodshadows, Indiana Jones RPG, Mage
Book of Shadows, RAFM Miniatures and Walker in the
Wastes. Plus two special
INWO cards not available
anywere else! | |
| Pyramid #13 (May/Jun '95) |
Pyramid goes to 96 pages, with a new
lay-flat binding -- this is the first issue with a cover spine! Inside, "Ytrh
1100" is a campaign world for
GURPS Fantasy; "I Was a
Teenage Dinosaur!" combines the two of the worst '50s movie genres -- teen
rebels and radioactive monsters -- into one cheesy but fun
GURPS Atomic Horror
adventure; Designer's Notes for
GURPS Places of Mystery;
a preview of Wizards of the Coast's Ice Age card
game; and Pyramid Picks reviews Hunters from the Sky, Iron Dragon,
Aria and Doomtrooper. Plus two
Ice Age promo cards in each issue! | |
| Pyramid #14 (Jul/Aug '95) |
Plenty of stuff for GURPS
this issue, including: "Lady Mijiko's Holiday," an adventure set in feudal
Japan with stats for four game systems -- GURPS Japan,
RuneQuest Land of Ninja, Bushido and AD&D Oriental
Adventures; a preview of GURPS IOU;
"Willful Weapons," inanimate objects with minds of their own; a new minor
bloodline for Vampire: The Masquerade; and Pyramid
Picks reviews Heavy Gear Fighter, Psychosis, Star of the
Guardian and SpyKor. | |
| Pyramid #15 (Sep/Oct '95) |
"Time of the Tyrants," a GURPS adventure that
combines Time Travel, Cliffhangers and the
soon-to-be-released GURPS Dinosaurs; A wacky
Toon adventure with
illustrations by original Toon artist Kyle Miller;
Articles for Ice Age, Time Travel and Cyberpunk roleplaying; an advance look at
INWO
Assassins; and Pyramid Picks reviews
Sim City: The Card Game, Khaotic, Encyclopedia
Magica and On The Edge. | |
| Pyramid #16 (Nov/Dec '95) |
Pyramid spans the globe with reports from GenCon, Origins, Europe
and Brazil!; "Trespasser's Isle," a horror adventure by Graeme Davis; an
Earthdawn legend;
GURPS
Greece Designer's Notes; the complete lowdown on
the German edition of
INWO; Pyramid Picks
reviews Rage, Murphy's World, Yom Kippur, Birthright, The Fragile
Path and Medieval France. | |
| Pyramid #17 (Jan/Feb '96) |
"CybEarth," a science-fiction game world where the humans are
gone and their sentient robots have tried to carry on civilization as best they
can; a dangerous netrunning adventure for Cyberpunk and
GURPS; Mirror magic;
GURPS Celtic
Myth designers' notes; Pyramid Picks reviews
Everway, Journeyman Project 2, Dark Forces, Comme Il Faut, Wild
Walls, Shadowfist, Monster Derby and Full
Thrust. | |
| Pyramid #18 (Mar/Apr '96) |
The official INWO
Assassins card list, Steve Jackson's
Assassins designer's notes, plus a promo card not
available in the regular run!; "First Contact," a
science-fiction adventure; Detailed Elizabethan swordplay for GURPS; Jules Verne and
Professor Moriarty make an appearance in the Castle
Falkenstein adventure, "Die Hard 1872";
Pyramid Picks reviews Once Upon A Time, Kult
collectible card game, Full Throttle, Secret Societies, Settlers of Catan,
Legends of the Five Rings, Total Attack Soccer and
Tactical Command. | |
| Pyramid #19 (May/Jun '96) |
"Nastassia's Wedding" is a chilling adventure for Warhammer Fantasy
Roleplay and GURPS; We have the complete
tournament rules for INWO, as well as rules for
INWO OMNI, a great new way to play in an
INWO league; support for
Shadowrun, Castle Falkenstein
and GURPS; an index of every Pyramid
Pick over the first three years; Pyramid Picks reviews
Armed and Dangerous, Rapture, Warcraft II, Quest for the Grail,
Armati, Star Wars Adventure Journal, The Dig, Lunch Money and
The Fantasy Role-Playing Gamer's Bible. | |
| Pyramid #20 (Jul/Aug '96) |
Blowing Things Up, Feng Shui style is an introduction to the
new roleplaying game from Daedalus ... Also, complete adventures for
GURPS Goblins and Castle Falkenstein. Idols for Shadowrun, an
over-the-top cinematic style for GURPS Martial Arts, and more.
Pyramid Picks reviews
Vampire: The Dark Ages, Feng Shui, Warzone, Honor of the Samurai, James
Bond 007 Card Game, the Kindred: The Embraced TV show and 25mm Resin
Buildings from Grendel.
| |
| Pyramid #21 (Sep/Oct '96) |
An introduction to Knightmare Chess and Dino Hunt,
designer's notes from GURPS Goblins and GURPS Alternate
Earths, INWO Design-A-Card contest winners, an
In Nomine story, plus reviews for Silent Death, Air Baron,
Conspiracy X, and much more.
| |
| Pyramid #22 (Nov/Dec '96) |
This issue offers a peek inside Warehouse 23; GURPS Vehicles
designer's notes, an In Nomine story, and a shoot-em-up
scenario for GURPS Illuminati University. Plus reviews
of Traveller, AD&D Core Rules CD-ROM, Monty Python and the Holy
Grail, and all the regular features.
| |
| Pyramid #23 (Jan/Feb '97) |
Pyramid #23 is our special Illuminated Issue! As all truly
illuminated people know, 23 is an important and mystical number to the
Secret Masters, and our Issue #23 had to reflect that! (At least that's what
the secret message in our oatmeal said . . .) Inside you'll find new variants
and rules clarifications for Illuminati: New
World Order, new magic spells for
GURPS Illuminati University
and an adventure for the new
GURPS Warehouse 23.
We've also got a diabolical Over The Edge -- Castle Falkenstein
crossover, variants and Frequently Asked Questions for
Knightmare Chess, Designer's
Notes for GURPS Planet
Krishna and GURPS
Dinosaurs, Pyramid Picks, Murphy's Rules, the best Industry News
in the business, and lots, lots more.
| |
| Pyramid #24 (Mar/Apr '97) |
Pyramid #24 brings you designer's notes for
GURPS Reign of Steel
and GURPS Planet
Krishna; a sneak preview of Dream Pod 9's Jovian
Chronicles, an In Nomine
adventure setup, a report from the
INWO
German Championships, plus all our regular features and Pyramid picks.
| |
| Pyramid #25 (May/Jun '97) |
We put a spotlight on the rebirth of the SF roleplaying
classic, Traveller. We take a look at future plans for the
line, and the Hollywood connection that's making it all happen. We also
have plenty of support for In Nomine, including an introductory
adventure perfect for getting a group up and running, plus a new character
type for Warhammer Fantasy Roleplay, a complete adventure for
GURPS Space and other SF roleplaying games, another peek
inside Warehouse 23, our Pyramid Picks, the best Industry News anywhere,
Bruno!, Murphy's Rules . . . you get the idea. The Best In Gaming, and
lots of it.
| |
| Pyramid #26 (July/Aug '97) |
Enter the Magetrap, a magical murder mystery for GURPS. Plus
guidelines for adding historical economics to a medieval or fantasy
roleplaying campaign; a new In Nomine scenario, game ideas
for Deadlands and Over The Edge, and
a look at how In Nomine came to be written the way it did.
And Pyramid Picks reviews MicroProse's Magic: The Gathering CD-ROM,
West End's Star Wars Introductory Adventure Game,
Dream Pod 9's Heavy Gear, and more.
| |
| Pyramid #27 (Sep/Oct '97) |
We take a look at Dream Pod 9's new game, Heavy Gear. Plus,
incorporating the Knights Templar and Knights Hospitaller in your fantasy
roleplaying campaign; "Alien Invasion", a solitaire variant for
INWO; more In Nomine support, designer's
notes for GURPS Black Ops,
plus reviews of noir, Pain Doctors, Warhammer, Extreme Vengeance,
and others. And more Murphy's Rules, AADA News, and the rest of our regular
features! | |
| Pyramid
#28 (Nov/Dec '97) |
The issue features a GURPS Black
Ops adventure by Gene Seabolt, a Call of Cthulhu - Paranoia
crossover you have to see to believe, plus tons of reviews, Industry News,
Murphy's Rules and more!
|