03-03-2010, 07:57 AM | #41 |
Join Date: Nov 2009
Location: Seattle, WA
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Re: Completely getting rid of PreReqs for magic
As a quick aside, one of the things I've been enjoying about the GURPS community since coming here in November is just how much creative energy there is here. I like that how even the people who seem to stick almost exclusively with RAW still tweak the system by deciding what they allow in their campaigns. It's all very refreshing, and I bring this up so I can (finally) answer your question:
A very large percentage of people who play other RPGs. |
03-03-2010, 08:37 AM | #42 | |
Join Date: Sep 2007
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Re: Completely getting rid of PreReqs for magic
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Solitary mages taking a long time to enchant a magic item is working as intended. Maybe in your setting mages can make major artifacts with a snap of the finger. Maybe it takes a little longer, but not as long as the "slow and sure" method given in Magic. But there's no way one defined time period is going to satisfy all three of those cases, instant to slow. And if the Magic rules happened to fit your notion of how long enchantment to take, they wouldn't fit someone else who had a different notion. So, everyone has to tweak if they want the rules to naturally produce their setting. That's especially true of magic in fantasy games, as it tends to leave quite a mark on the feel of the setting. But it's also true of the advantages, skill levels, equipment, tech level, and so on allowed in the setting. Tweaking the magic system is part of the setting design task for the GM. |
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03-03-2010, 08:47 AM | #43 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Completely getting rid of PreReqs for magic
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It's a set of options to pick from. Magic is a system. The elements are all tied together, and changing one has effects on the whole system you might not otherwise want. There are clear guidelines for modifying advantages (enhancements and limitations), in magic you're on the dark, changes have to be arbitrary with no system to back you up... it's hard to foresee the consequences or predict balance issues. Advantages are a part of what Basic Set has to offer, while Magic is almost entirely about a single system, and then little vague notes of how you can make things different. Advantages are more or less universal, baring cinematic, supernatural or silly ones, and those are clearly defined. 90% of the time, players can be built without supervision from the GM. They are also less numerous, specially in each character, and easy to supervise. Magic is diverse, complex and very setting specific... you either take it as is, or you have to redesign the ENTIRE prerequisite system, for example... which is no easy task, and hardly ever rewarding. Advantages each are about one thing, they may work together or do similar things sometimes, but they are not redundant. Magic breaks up abilities into successively redundant things (levitation - fight; night vision - dark vision). In the advantage system you only take, or upgrade to the most relevant. In magic you end up with a ton of virtually useless spells. All in all, the advantage system has a series of strengths that magic does not, so the comparison is rather weak. If anything, it highlights the shortcomings of magic. Imagine if you had to take Night Vision (advantage) before you took Dark Vision (advantage), or if skills were all in series of prerequisites of minor meaningless tasks. "I want to ride a horse" "First you must learn the Saddle Horse skill, then the Mount Horse skill and then the Ride Horse skill, which includes the other 2, but you must learn the others first." sounds silly, but Ignite Fire and Create Fire are basically like that... it'd make a lot more sense to upgrade, rather than have separate abilities that do the same thing in different levels and in particular arbitrarily different ways. Magic isn't generic or universal, it's "average"... which isn't the same thing. Seconly, a lot of people have a gripe that Magic was mostly a cut-and-paste job from 3e to 4e. Almost nothing new was added, some of the 3e terms and mechanics were ported over. It was badly done, Kromm himself says he should have edited it himself to reduce some of the inconsistencies. I for one was ok with Magic 3e, I was content with the system, most books in 3e were a bit setting specific. Thaumatology is more of what magic should have been, a set of OPTIONS, each treated more or less equally without the assumption that you were going to use their system. Nobody is saying that Magic doesn't fit any setting, but that it doesn't fit all settings... Thaumatology proves this, with examples. Also, some of the solutions you proposed, like Clerical Magic were absolutely vague in Magic, and were only decently developed latter on. I tried to do this many times on my own... and inevitably came up with "Where do I start?" and "I have absolutely no idea if this is balanced..." Magic isn't a bad book in itself, it's just not what it should have been. It's not the generic book for MAGIC in GURPS, it's one very extensive installment of a particular use of the rules. So yeah, there's a bit of a grude with that book, those and other reasons (the CRAPPY art work and quality standard bellow general GURPS 4e) are others. Other books fixed the problem, but the sentiment is still there. |
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03-03-2010, 09:09 AM | #44 |
Join Date: Sep 2008
Location: London, U.K.
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Re: Completely getting rid of PreReqs for magic
Gudiomen, your points all seem reasonable. However, I think the answer to your criticism of Magic is there in your last post.
You feel that (among other things) Magic is too specific, rather than truly generic. However, it had to come with some basic assumptions, because many fantasy RPG gamers who might use GURPS 4e just want a magic system (any system) which they can use "out of the box", so to speak. Without having to make design decisions on day 1, when they might not feel comfortable changing and tweaking yet. This is likely required if as the publisher, you are hoping to entice new players to GURPS with the release of the new edition, including players who might not have played previous editions (or even other RPGs at all). Therefore a ready-to-use magic system was probably something of a necessity, "warts and all". And it had to be ready very soon after the Basic Set was published. That also answers your other criticism (which as you said, others have expressed previously). The reasons for both of these "issues" are fundamentally the same. |
03-03-2010, 09:13 AM | #45 | |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: Completely getting rid of PreReqs for magic
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If the complaint is about the book Magic... if it is an extension of the system in Basic, then clearly it isn't generic, and that may be a flaw. But if you don't like the system in Basic and don't want more spell options, why would you buy Magic instead of Thaumatology or Powers? After all, you probably wouldn't buy Ultra-Tech for your pseudo-medieval fantasy game. I'm not trying to be flippant. I don't have Magic, and I'm assuming that it basically has longer spell lists and more detailed rules for the same magic system given in Basic.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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03-03-2010, 10:48 AM | #46 | |||
Join Date: Dec 2007
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Re: Completely getting rid of PreReqs for magic
The problem is that every time someone brings up one they get it wrong.
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03-03-2010, 11:31 AM | #47 | ||||
Join Date: Dec 2007
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Re: Completely getting rid of PreReqs for magic
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03-03-2010, 12:19 PM | #48 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Completely getting rid of PreReqs for magic
How did you come to that second conclusion? It is not clear to me.
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03-03-2010, 12:26 PM | #49 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Completely getting rid of PreReqs for magic
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Granted, while I'm rabid reader, I haven't read every book ever written, so do you happen to have some fictional work or other in mind, something like Rabid Accounting Magic 101, which you think inspired the GURPS Magic setting? *grin* |
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03-03-2010, 12:35 PM | #50 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Completely getting rid of PreReqs for magic
Ze says that like it was a bad thing. We've had a great, weird time playing the the Secret Masters' futuristic super spies, running around bottling up the forbidden lore left over from the pre-Atlantean ancient astronaut wars. Or at least that's the current explanation for spells that grant infravision or make you proof against the heat of a star being found in Martian pyramids written on pre-dynastic Egyptian papyri.
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