Quote:
Originally Posted by Figleaf23
I'm interested in:
-language
-Odin/runes
-consciousness
-Carlos Castaneda's concept of 'sorceror'
-the iterative role of consciousness/reality in mutual self-construction
-the notion that language mediates the above
-the notion that the more chthonic the language, the more it may do the above, yea unto to the extent of sustaining/generating 'magic' effects
-using proto-indo-european (PIE) as an example of such cthonic language for game purposes.
In this regard, I'd like to consult the 'hivemind' -- how should I approach reading Thaumatology to take a direct route to building the above as the magical paradigm for a campaign?
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As Refplace already said, check out Syntactic and Realm Magic, for sure. Symbol Magic kind of hits on some stuff, too. You might also want to peruse Path/Book magic and just twist the flavoring a bit. Honestly, though, I don't know how many times I've read that book, and I still haven't wholly digested it. You might find a better way to work your magic we're missing.
Quote:
Originally Posted by Figleaf23
I'm also curious if there are any parts of the book that deal with concepts of what Magery 'is'.
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Not so much. There's lots about how you can tweak it and different approaches to magery and that to which it grants access, but no fluffy explination. I won't get into mechanics as I'm sure you know far more about GURPS than do I.