Pyramid Online

Index

click on the issue number at left for a complete article listing

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!


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