Re: GURPS Mage the Awakening
I have run the game as recommended above, with 4e realm magic and the 3e GURPS conversion. I found it worked quite well.
One thing I removed, though, was the fatigue cost for coincidental magic. I believe it goes better with the feel of the source material to have that be free.
The game fizzled out after a few sessions due to my failure to read a player correctly, but the rules base seemed to work fine.
A piece of advice on the world-adaptations I've seen a few times: Don't try to convert everything directly. Have a picture of what you want to make and build that. It doesn't all have to match the stats or have a conversion formula in order to get the feel you want.
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