Pyramid Pick: Trinity Players Guide

Pyramid Pick

Trinity Players Guide

Published by White Wolf Game Studio

Written by multiple authors

$22.95

On the eve of its two-year anniversary, it was inevitable that White Wolf would release a Players Guide for Trinity. Players Guides are a staple (some might say bane) of the gaming industry today. In almost every case, these supplements consist of expansions to the character generation system, new equipment, advice on playing a character in the game, and other miscellaneous bits with which to disrupt the Game Master's ongoing campaign. Not surprisingly, players love these books and the new options they offer. Game Masters (myself included) rightly live in fear of them -- forced to choose between allowing the Guide's options into the game and thereby complicating it considerably or disallowing them and being made to look close-minded.

Thus, it was with some trepidation that I purchased the Trinity Players Guide. I already knew that the book would contain a selection of Merits and Flaws, as well as a few other additions to the character creation sequence. I expected it would also contain more psionic aptitudes, pages of equipment, and the usual battery of blindingly obvious roleplaying advice. After all, they'd have to find some way to fill its 218 pages of densely-packed text.

To my pleasure, the Trinity Players Guide wasn't what I was anticipating at all. Yes, the book does cover many of the topics you'd find in any Players Guide. However, these sections make up . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: October 15, 1999


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