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Old 01-27-2010, 01:47 PM   #11
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: Call for Playtesters: GURPS Plant Magic

Not sure if Ill be in the playtest or not, though I did apply.
So just in case one thing I would like to see are point totals for some creatures to assist with Alternate Form, Allys and possibly summoning spells.
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Old 01-28-2010, 07:49 PM   #12
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Default Re: Call for Playtesters: GURPS Plant Magic

Quote:
Originally Posted by SMaykrantz View Post
The notes you're looking for are in the current draft of the book. (I was, like, reading your mind when I wrote it.)
To be fair, and with much love to bdog, you're probably reading his mind whenever you think "How does being in a DF game affect this?" :D
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Old 09-07-2010, 12:08 PM   #13
Monsewer
 
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Default Re: Call for Playtesters: GURPS Plant Magic

Does anyone have a status on this? I've got a plant mage who's chomping at the bit to use this sourcebook.

Thanks!
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Old 09-07-2010, 01:12 PM   #14
munin
 
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Default Re: Call for Playtesters: GURPS Plant Magic

Kromm posted an update this weekend.
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Old 09-07-2010, 01:22 PM   #15
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Default Re: Call for Playtesters: GURPS Plant Magic

Quote:
Originally Posted by SMaykrantz View Post
(...) All of the spells were designed to be used in multiple fantasy gaming genres, such as:
Banestorm-style fantasy (heroes in a TL3 world with magic).
Dungeon Fantasy (heroes skulking around in underground tunnels, kicking the crap out of monsters).
Dark fantasy and horror campaigns featuring spellcasters.
High fantasy games inspired by folklore (adventures taking place in various forests, with an emphasis of woodland elves, faerie folk, etc.).
By reading this, Plant Magic seems very similar in focus to what I was expecting. Cool.
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