Monday, 11 June 2018

Preparing Pyramid for DIY binding


Recently I've been wanting to read my Pyramid issues away from the computer. Attracted by various people's printing of GURPS pdfs, I thought I'd see if I could do it on the cheap. And I did! The binding/printing above cost around £7 (~$10) for ~170 pages of GURPS goodness.

In this post I cover how I prepared my pdfs and how to change the code for page sizes other than A4/A5.

Preparing pdfs

The first thing to do was to combine the pdfs for printing. For this, I used a combination of LaTeX, pdfjam and ghostscript. For a quick start, grab the code and read the README at:


The premise is quite simple: Remove bitmaps from the pdf (to save on ink), remove full page ads (to save on ink) and add little printed tabs (so it's easy to see which issue I'm currently reading). Note: this method only supports some Pyramid pdfs as removing full page ad and cover pages requires manual intervention. More info in the source code.


Binding

Once the chosen Pyramid pdfs are printed, they'll need to be arranged and folded into signatures. If you don't know what that means, I recommend a good bookbinding tutorial. Here's the method I used for mine:

I chose Coptic stitching because 1) it's easy and 2) it doesn't require glue. There are plenty of bookbinding methods out there, so really it is up to you how you want to bind. I also chose transparency sheets for the covers since they are cheap and allow me to see the first and last page of the book.

The last thing to mention is that you will need to trim the long edge to get the cool tab effect. If you don't have expensive equipment (like this vertical plough for £610 (~$800)) then you can use a sharp craft knife and a metal ruler. The result won't be perfect, but it in my experience it makes the book much easier to handle.

Last word

What do you think? How do you read your Pyramids? Was this post helpful? I'd love to see other's creations. If I ever get any spare time I'll devote it to making a prettier version. Like an epic tome of Pyramid ...

Wednesday, 6 June 2018

GURPS: Power Ups 5: Impulse Buys Review ★★★★★



As a GM, I love it when my players want something to happen. It shows engagement and drives story. When the dice disallow these actions, sometimes the disappointment makes for a worse game. If only there was a balanced way to allow the players to bend the rules just a little bit...

... Enter Impulse Buys. Essentially a budget for bending the rules, this book provides the GM (and players) with interesting ways to spend points to influence outcomes and the game world around them. On a personal note, I really enjoy the possibilities discussed in Impulse Buys, but it's not for every campaign.

The premise is simple: spend points for good stuff to happen right now. Such a simple premise doesn't need a 20 page book explaining how to do it, but the insight and ideas on how to balance it make it good value for the $5.99 it costs.

The first real chapter 'Parting You From Your Points' details individual ways players might spend points to improve (or gain points to worsen) their situation including:
  • Buying success from failure
  • Gaining short term perks
  • Bending time
  • Enhancing survival
  • Influencing GM decisions
and much more. I wouldn't call any ideas here groundbreaking, but the real value is in the explanation of the consequences of each kind of rule-bending and how to cost it for balance.

The second chapter 'Impulsive Campaigns' is about setting up impulse point buy in a campaign. It has suggestions for limiting power, making sure style of point buy fits the tone of the game and how to make spending points fun, not just as a way out of trouble. Just look at the contents for a flavour of the styles it provides.

The book ends with an excellent summary page for quick reference. I don't find myself referring to these when live GMing at the gaming table (it's easy enough to remember), but it is great for players to browse and start to imagine the possibilities.

All in all, I think Impulse Buys makes an excellent addition to a GURPS GM's toolkit. It won't be for every campaign but for those it fits, this book takes out a lot of the hard work of adding impulse buys. In essence, this book does for GMs exactly what it does for players: gives you what you need to just start playing!



Further Reading


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