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Old 11-26-2017, 11:55 PM   #42
scc
 
Join Date: Mar 2013
Default Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)

Quote:
Originally Posted by Bruno View Post
Why would you need two magic systems? "We can't make it anymore" can be simply due to "nobody knows how" (lost craft secrets that haven't been reinvented yet) or "There just isn't enough mana/divine intervention/virgin wyvern testicles any more".
We're only finally reinventing the full Roman marine concrete recipe, and it's not like the chemistry of concrete has changed in the two-thousand-odd years.
Quote:
Originally Posted by Kromm View Post
No idea. I used just one. The difference wasn't "new magic vs. old magic"; the difference was "seriously mature, millennia-old magic vs. rediscovered, a-few-years-old magic." The mages in the previous age knew all the spells, all the methods and tricks for using them, and all the exploits, and were so numerous that they could rally enough power to bother the gods. The tiny handful of emergent mages in the campaign knew mere snippets of that knowledge that were gathered haphazardly from mostly destroyed writings. But they used the same magic system (which was kind-of, sort-of Path/Book).

I'd compare it to mature 2017 tech vs. post-apocalypse Mad Max clones using whatever tech they can rebuild from junk: same tech, but nowhere near as many options or as much availability.
Because if you don't the Second Age of Magic either ends up as a minor footnote, the magic that PC have regular access to is very low, or items brought up out of dungeons are massively over powered.

Quote:
Originally Posted by Bruno View Post
Nope. They did World Of Darkness, Castle Falkenstein, and Deadlands though.
Quote:
Originally Posted by adm View Post
Could scc be thinking of 3E GURPS New Sun?
http://www.sjgames.com/gurps/books/newsun/
Nah, my memory itch is saying Forgotten Realms or maybe Dragonlance.
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