Pyramid Writer's Guidelines

October 17, 2008

Pyramid Magazine is a PDF magazine published by Steve Jackson Games in Austin, TX. Its primary focus is tabletop roleplaying games (RPGs), with most articles devoted to either generic (systemless) gaming or GURPS, with the occasional (rare) dabbling into other systems as the mood strikes us. Pyramid started in 1993, as an old-fashioned paper magazine that ran bimonthly for five years (and 30 issues). In 1998, we began publishing entirely on the Internet, as a weekly periodical offering articles in HTML format. During this era, it was the first electronic publication to first be nominated for -- and then win -- an Origins Award for Best Professional Game Periodical. Ten years (and over 500 issues!) later, Pyramid reinvented itself yet again, this time as a monthly PDF publication that combines the visual pizazz of a paper publication with the immediacy and versatility of an Internet periodical. Pyramid is available for purchase exclusively through e23; the magazine's URL is http://www.sjgames.com/pyramid/.

Each issue of Pyramid centers on a specific theme related to adventure gaming. We might devote an issue to tools and tricks for wizards, or space opera, or how to combine horror with espionage. While some articles are written by SJ Games staffers, most of it comes from freelancers. Pyramid provides an excellent opportunity to get some exposure in the game business, and to establish a professional relationship with Steve Jackson Games.

We get many queries and submissions, more than we could ever use, so a lot of perfectly good articles get rejected. If this happens to you (and it will . . .), please don't take it personally. If the editor has any comments or suggestions, take them to heart. If he suggests that you resubmit the article after making certain changes, do it; editors love perseverance and a willingness to take directions. Now let's get to the important stuff.

What We Want

With the change of focus to themed issues, the process for submitting articles to Pyramid is a little different than it's been in the past. We'll cover the hows of submitting later on. But for now, let's look at the whats.

What kind of articles do we publish? Well, a quick look at random issues from Pyramid's' past (including back issues of the paper magazine) will answer that question. In fact, if you don't have at least a passing familiarity with our magazine, you have no business trying to sell us an article. No, you don't have to be a devoted reader with a complete run of slipcovered back issues and a hard drive full of downloaded files, but you should know what kind of magazine we are.

Pyramid's two biggest draws are generic, systemless RPG articles and GURPS articles . . . not necessarily in that order. (Many well-written GURPS articles should be immediately decipherable to those without knowledge of that game, while systemless articles should contain information or ideas that are useful to many RPGs . . . including GURPS!) Everyone involved with Pyramid loves all kinds of games, and we may occasionally dip our toes into other systems or even game types (such as a boardgame scenario or ready-to-play mini-game). However, such articles are usually the exception and are much likelier to be rejected.

Our "want list," in no particular order, is something like this:

Something that Surprises Us

This is our favorite. Come up with something that isn't on this list, something that makes us want to stop working and play games. If we knew exactly what we wanted, we wouldn't need freelancers.

Features

Pyramid publishes a number of features. Read previously accepted articles of these types to get an idea of what each feature is like.

Supporting Cast, Terra Incognita, and Warehouse 23 submissions should have adventure seeds -- mini-adventure ideas that give the reader some ideas how the person, place, or thing can be used in a game. Appendix Z submissions sometimes have adventure seeds, but they aren't required (especially if it's self-evident what to do with the article).

Adventures

We are always looking for good adventures. An perfect Pyramid adventure can apply to various campaigns, settings, or -- ideally -- genres. (For example, a high-fantasy magical adventure where the heroes need to storm a wizard's castle might include a sidebar about scaling it down to a low- or no-magic setting.) Although we do publish adventures intended as one-shots, we prefer scenarios designed for existing campaigns.

A basic adventure without game stats is usually in the 2,000-3,000-word range, but it is possible for them to be larger. The inclusion of game-specific information will generally add another 1,000-2,000 words. We might consider an even longer adventure, but it will require something truly special; a 10,000-word adventure will take up almost half an issue, so it needs to be truly sharp!

Campaigns

Pyramid loves to publish complete stand-alone campaign settings. These can be either twists on pre-existing campaign settings (such as a Renaissance Reign of Steel world) or wholly original premises (say, a campaign where those who visit the moon return with super-powers). Campaigns created in this way should contain everything required to be able to play it, or at least provide enough information for GMs to flesh it out. This includes a history; description of major factions, groups, or people; possibilities for PC concepts; and adventure seeds. These articles can either include game stats or not. Game stats are OK, but not required. Written correctly, these are usually 4,000-6,000 words.

Real-World Information

Roleplaying articles based on real-world information are among the most popular in Pyramid. Especially desired are those pieces that clear up genre or historical misconceptions or illuminate corners of a game world. (Bonus points are awarded if the piece provides ideas for how to make popular-but-unrealistic misconceptions "work"!)

Articles about real-world information should always have a links to gaming, although you can give those links in the article. For example, a submission about assembly lines wouldn't be accepted; an article illustrating how a gadgeteer would mass-produce his gizmo, using assembly lines, has a much better shot.

All articles focusing on real-world information should contain ideas about how to use that information in a campaign, whether in the form of discussions, asides, or adventure seeds. For example, a piece about what is required to earn a M.S. or Ph.D. would do well to mention that doctoral-level studies can form the plot hook of an adventure, that academic infighting can hinder acquisition of a Ph.D. (or lead to favors), or that a PC professor at a university may be expected to review M.S. or Ph.D. candidates, and as such may be exposed to cutting-edge research or study . . . which can be bad news in a Horror campaign. These game-specific ideas are what elevates real-world pieces above Wikipedia articles.

Some ideas for (as yet) unwritten articles that might be interesting:

A couple of real-world article types have been given more "formal" designations.

The Gameable . . .

This generic article type -- technically an Omniscient Eye piece but open to all -- is designed to give insight into what it would be like to "really" be a member of a common gaming character type or profession, so that players can roleplay that position with more authority. For example, "The Gameable Archaeologist" describes how real-world archaeologists do what they do, where the popular media gets it wrong, etc. Obviously, nearly any common gaming profession can be covered here: thief, reporter, astronaut, etc. The same caveats about dispelling misconceptions and making them "work" apply here. These pieces are often 3,000-5,000 words.

Adventurous Occupations

This article type is similar to "The Gameable . . ." but focuses more on game mechanics than real-world information: What character packages, skills, advantages, etc. are required to make representative members of a group? ("Adventurous Occupations: Computer Expert" would be a good example, giving examples on how to be a Security Expert, a "Hacker," or even a "Decker.") Such articles should include GURPS statistics.

What We Don't Want

Pyramid Reviews

We have two regular game reviewers; at the moment, we are not buying outside reviews. If you would like to contact our reviewers -- maybe you have a game they might be interested in reviewing, or maybe you have comments about a recent article -- you can write to Andy Vetromile at fnordy1@yahoo.com and Matthew Pook at pyramid@sjgames.com (we'll forward it on).

The Process

The process for submitting articles to Pyramid has changed radically since this document was last updated, so read this carefully!

All issues of Pyramid magazine are now "themed" -- that is, they are all built around the same genre, plot idea, or character type. To see what themes are coming up, see our Wish List at http://www.sjgames.com/pyramid/wishlist.html.

In other words, we cannot accept a random article that does not conform to a theme that we have planned!

Step Zero: Check the Wish List

Yes, we're mentioning the wish list again. It's that important.

The wish list may already mention specific articles that we're looking for; if nothing else, it will hopefully offer you inspiration and ideas.

Step One: Send a Query Letter (Optional)

Once you have an idea, send a query letter to pyramid@sjgames.com. Use a subject line like this:

[PYRAMID QUERY]: Animal Geniuses

(Yes, the phrase "[PYRAMID QUERY]:" should appear at the beginning. It will greatly speed up a response.)

The first thing the query letter should mention is which forthcoming issue of Pyramid it's intended for:

This query is for an article intended for the "Mutant Animals" issue of Pyramid.

Then describe (briefly) what your article is to be about. You also should mention any maps or illustrations (including image dimensions and file sizes, if known) in your query letter; we have an extremely limited art budget. A good query letter gives a brief idea of the article (including any relevant subsections), what system it will be for, and how long it will be:

I would like to write an article entitled "Animal Geniuses," which describes how to play animals of elevated intelligence. I would describe three "lenses": one cinematic (the "animals in tiny labcoats" approach), one realistic (how would a cat or dog with a genius IQ act?), and one in-between. This will be an article primarily of general information, but with GURPS templates and rules. It looks like it would be approximately 5,000 words long (1,200 words for each "lens" and 1,400 words for the GURPS material).

Finally, if you'd like, include a brief history of your published work, other information about your writing, or expertise in the area written about; this helps us get to know you if we don't already.

Step Two: Wait (If You Sent a Query Letter)

Because the new Pyramid will be all theme issues, query letters and submissions can (and will) be processed much more quickly. The Wish List shows the themes in the order we intend them to appear, so if you're submitting a query for an issue that's three slots down the list, you know that you're likely to get a response within a month (or less!).

If you don't receive a response within a month, please feel free to send a follow-up nudge, again to pyramid@sjgames.com. Make sure that "[PYRAMID QUERY]:" and the article's title is in the subject line, to help us find it.

Step Three: Submit the Article

If you receive an affirmative response to your query, send in the final article as soon as possible (while still making it good, of course!). A favorable response does not mean we're reserving a slot for you; too many people fail to submit proposed articles to allow that. But we try not to tell too many people that we're interested in their query.

See below for an important "Checklist" of items to include with your submission, and then send your final article to pyramid@sjgames.com with "[PYRAMID SUBMISSION]:" and the article's title on the subject line.

Steps One and Two ("Send a Query Letter" and "Wait"), above, were optional, because it's possible to skip right to the "Submit an Article" stage. This might be useful if your concept is hard to describe; if it's very short, like an "Appendix Z" submission; or if the material was already written for some reason (say, you converted your campaign notes into an interesting article). For obvious reasons, sending articles directly will be a bit faster than sending a query letter and then sending an article, but it might result in you writing an article that we would have rejected at the query-letter stage. On the other hand, if you send a finished article and we accept it, it's accepted. It's your decision and your risk.

Step Four: Wait

We will evaluate your article and respond as soon as possible (especially if the issue you're writing for is coming up soon!).

Again, if you don't receive a response within a month, please feel free to send a follow-up nudge to pyramid@sjgames.com with [PYRAMID SUBMISSION]: and the article's title on the subject line.

Step Five: Bask in the Glory of a Successful Submission, or Try Again

There are a few possible outcomes to a Pyramid submission:

Checklist: Before You Submit Your Article

Submissions must be sent by e-mail to pyramid@sjgames.com, and must include the following elements. If your submission doesn't conform to this checklist, we're likely to either bounce it back to you with a request to fix it, or simply reject it. Please, follow directions . . . it makes our lives so much easier.

What We Pay

Pyramid pays 4 cents a word, shortly after the article appears in final form in our PDF (we do the word count ourselves based on the final, edited article).

Contributors will get a copy of the issue containing their article.

What Rights We Purchase

Pyramid buys all rights to any original article we publish. We have the exclusive unrestricted right, in perpetuity, to use all or part of any such article in other forms, including but not limited to reprints, special compilations, hardcopy, promotional materials, and Internet postings.

Alternate arrangements to these rights may be made in special cases; ask us.

Reasonable permission is granted in advance to authors who wish to include Pyramid articles in a writing portfolio. We would prefer not to have to define "reasonable"; in general, if you think you're skirting (or over) the line, you probably are.

Some Tips for Writers

If you're brilliant, feel free to deviate from these points if you think it makes for a better article . . . but it's always better to break a rule knowingly than to do so from ignorance.

Further Reading?

We've said it before, but every Pyramid submission should make it plain to us that you've read these guidelines and are willing to follow them. You should also show a familiarity with our "house style" and other details described in the general Steve Jackson Games Authors' Guidelines. These guidelines are a supplement to those; treat both as gospel. Exception: don't bother with a Game Evaluation Waiver. Those are for manuscripts that you hope to sell to SJ Games for publication as a game product, not for magazine articles.

Where to Get the Document You're Already Reading

Our guidelines change occasionally as the magazine matures; you should be working from the most current version of these guidelines. If you're reading a hardcopy that you feel might be out of date, you can always find the most current version at http://www.sjgames.com/pyramid/writing.html

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