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Originally Posted by scc
Quote:
Originally Posted by Kromm
On the game-world level, prerequisite structure definitely means something! It embodies the philosophy of a school of magical thought, represents the course calendar of an academy, reflects the biases of the archmages willing to accept apprentices this century, or something similar. As many people in this thread have pointed out already, those are worldbuilding issues. They are extremely meaningful for establishing a setting's "flavor."
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That's not terribly useful.
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Perhaps not to
you, but I think you'll find that most gamers here are sufficiently invested in worldbuilding that they
would find it useful. We write the books with typical interests in mind – and because
GURPS is a toolkit, people are typically building campaign settings and thinking about their flavor. That's actually harder to do than balance character power.
Any GM can say, "Okay, this is getting out of control, let's make this ability a bit harder to use or a bit less powerful," because it takes a few seconds and solves a well-defined problem. Worldbuilding is more of an advanced GMing skill; a lot of GMs just don't do it, and buy pre-made settings instead, because it takes too much time and is completely open-ended. This makes advice on flavor more valuable overall than strict rulings on power.
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Originally Posted by scc
WHy are you even posting in this thread?
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Moderator: Please avoid the needlessly confrontational tone. Thank you.
Quote:
Originally Posted by scc
There is a limit that prevents you from simply picking your favorite spells for such a level, which is definitely pushing my thinking towards the comes from magic angle.
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That's valid for a particular game world, sure. In other game worlds, why not allow people to pick their favorite spells and limit their Magery to affect only those? Power-users can essentially mix and match the same way, defining a power with just their preferred abilities and taking a Talent that works with those . . . and they can even attach Reliable to an ability to be good with
just that one thing, and use limitations such as Accessibility and Specialized to pay fewer points to affect only the things that matter to them. If mages and power-users coexist in the setting, it's probably much fairer to allow tailored Magery than to forbid it.