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Old 03-12-2016, 07:26 PM   #11
Fred Brackin
 
Join Date: Aug 2007
Default Re: Revising GURPS Magic

Quote:
Originally Posted by hal View Post
Suggestion: Remove anything that produces something for nothing.

.
There are no such spells. All have costs in learning them and have cost sin casting them as well. Especially opportunity costs.

Of course, I wouldn't care if they did damage my medieval theme because I've never had a medieval theme. I've never even had an authentic medieval backdrop. I've certainly never done a census of off-screen peasants. so it doesn't bother me if there aren't enough of them.

I don't even have PCs with authentically bad teeth and for historical accuracy that ought to be a factor into the WWII era.

I've never had authentic medieval disease and filth and never missed them either.

You can't ruin my game world by violating its' medieval economy either. It's not being run as an economic simulator. My PCs are just grateful that there's someone out there willing to exchange magic for money. They themselves have never shown any great interest in using their magic to make money. It'd be a bad trade from their viewpoint.

Really, this is all more theory. I've rarely heard any objections to Magic that ween't based in theory rather than the reality of running games.
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