Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-17-2020, 07:47 PM   #1
Moneval
 
Join Date: Mar 2016
Default Using Sorcery to get Morrowind-like magic

So I've been going through Sorcery in prep for a game I'm about to run, and it occurred to me that it might be a really good way to get magic that feels kind of like the spell casting system from TES III: Morrowind. While I don't necessarily want to mimic it exactly, this would be of interest to me for a setting I'm working on that's heavily influenced by that game.
The use of afflictions to give spell effects with fixed durations feels very similar to Morrowind, and using alternate rituals with Spend 1 FP, Make Broad Obvious Gestures, and Power Flare (from Pyramid 105) as the options mimics the in-game casting very well. There's even a quote from Morrowind towards the back!
The one part that I'm having trouble with is the different "schools". I want to be able to have different subsets of the Sorcery advantage representing different types of magic, but I'm not sure how to get that using Sorcery.
One thought I had was to have multiple instances of the Sorcerous Empowerment advantage, limited based on the guidelines from Sorcery (probably -30%), but that gets expensive fast. I could also require a skill check, with a skill per college, but the difficulty there is in making the spells within a college have varying difficulties compared to each other (maybe some kind of Power Technique?)

I thought I'd see if anyone here has any experience with sort of dividing Sorcery and adding a skill component to it. Again, I'm not necessarily trying to adapt Morrowind's spell casting directly, but achieve a similar result.
Moneval is offline   Reply With Quote
Old 03-17-2020, 08:16 PM   #2
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Using Sorcery to get Morrowind-like magic

Quote:
Originally Posted by Moneval View Post
One thought I had was to have multiple instances of the Sorcerous Empowerment advantage, limited based on the guidelines from Sorcery (probably -30%), but that gets expensive fast.
The huge upside is having multiple instances of spells, which means easily having multiple spells up by having different schools of magic.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 03-17-2020, 09:46 PM   #3
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Using Sorcery to get Morrowind-like magic

The problem with using Sorcery is that Morrowind spells do not require XP, only skill and money. They would probably be better represented by RPM, with very large energy pools.
AlexanderHowl is offline   Reply With Quote
Old 03-17-2020, 10:49 PM   #4
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Using Sorcery to get Morrowind-like magic

The easiest way to do Morrowind magic is to just invent your own. Morrowind magic is pretty straightforward.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 03-18-2020, 01:01 AM   #5
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Using Sorcery to get Morrowind-like magic

Quote:
Originally Posted by AlexanderHowl View Post
The problem with using Sorcery is that Morrowind spells do not require XP, only skill and money. They would probably be better represented by RPM, with very large energy pools.
Quote:
Originally Posted by Anthony View Post
The easiest way to do Morrowind magic is to just invent your own. Morrowind magic is pretty straightforward.
If the goal was to mimic exactly, then I'd just use wildcard skills as spell groups and call it a day. I think Sorcery was to get a similar feel by using a system that can mimic certain feels of the magic without being broken like it is in ES games.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 03-18-2020, 05:17 AM   #6
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: Using Sorcery to get Morrowind-like magic

Quote:
Originally Posted by AlexanderHowl View Post
The problem with using Sorcery is that Morrowind spells do not require XP, only skill and money. They would probably be better represented by RPM, with very large energy pools.
But in Morrowind, all you need to learn any skill is to find a suitable trainer and plonk down a sack of money. Sometimes you have to separate game mechanics and what they are intended to represent.
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline   Reply With Quote
Old 03-18-2020, 05:49 PM   #7
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Using Sorcery to get Morrowind-like magic

Quote:
Originally Posted by RyanW View Post
But in Morrowind, all you need to learn any skill is to find a suitable trainer and plonk down a sack of money. Sometimes you have to separate game mechanics and what they are intended to represent.
What's odd is how easy it seems to be for the PC in ES games to learn magic. Morrowind you throw money at someone. Skyrim you eat a book. If the intent was to keep a similar feel, then spells could be made as advantages you buy with money (and possibly time) instead of cp.

To TC; I actually did something very similar in a campaign a few years back. Instead of straight Sorcery, I picked a trait that represented each magic school in Skyrim (Modified Healing for Restoration for instance) and let magic default off of those. It worked really nicely for what I wanted out of it, but I wouldn't say it lined up with the feel of Skyrim perfectly. Then again, I also expanded the types of spells that could be done in each collage.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 03-18-2020, 06:28 PM   #8
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Using Sorcery to get Morrowind-like magic

Well, skills can also be raised by throwing money at someone or w/e. I would probably implement the magic skills as skills, individual spells as perks (or otherwise costing 1 point), and magica as an energy reserve.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:16 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.