06-20-2011, 06:30 AM | #1 |
Join Date: Nov 2008
Location: Norrköping, Sweden, Europe, Earth
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Mage: The Ascension
...using GURPS rules. Is this doable? Is this desirable? Has anyone done it? Has anyone ever desired doing it? Were you expecting answers instead of questions?
Anyway, discuss away!
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06-20-2011, 06:52 AM | #2 |
Join Date: Apr 2005
Location: Schleswig, Germany
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Re: Mage: The Ascension
Using GURPS 3e, I used the GURPS MtA magic rules for an over-the-top science-fantasy campaign and it worked out great. I wasn´t concerned about game balance there, though, since every character used Mage-style magic.
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06-20-2011, 06:56 AM | #3 |
Join Date: Sep 2007
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Re: Mage: The Ascension
SJGames actually had a license for a while and did a 3e book.
http://www.sjgames.com/gurps/books/magetheascension/ The "Realm-based syntactic magic" magic system in Thaumatology (Ch. 6) is essentially the Mage system. |
06-20-2011, 06:56 AM | #4 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Mage: The Ascension
It's been done OFFICIALLY in 3rd edition. I fact people praised the book a lot when it came out. Now, it was the last GURPS WoD book ever released, and we all know why (and if you don't, google it).
In 4th edition, it's extremely easy, if you have access to thaumatology, to replicate the magic system (Realm Magic is basically a generitized version of MtA magick). Personally, I have an undying hate for WW systems (mainly because they don't seen to be able to do the math. Dice pools are tricky animals too), so if I ran it, it would be under GURPS. |
06-20-2011, 07:05 AM | #5 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Mage: The Ascension
Quote:
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06-20-2011, 07:12 AM | #6 |
Join Date: Nov 2008
Location: Rome, Italy
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Re: Mage: The Ascension
I did it twice but, in my experience, when you translate the "bucket 'o dice" WW system in cold GURPS math something is lost in the process. Theshold Magic works a lot with imagination and GM bargaining: in Mage I don't go any problem and I can invent and describe wonderous magical effect; when I try the same in a GURPS setting I freeze because my mind start to get clogged by other informations like by range, damage, plausibility, scientific explanation and all other cold reality stuff that turns my "Awesone unexplicable magic miracle" in "some lame sleight of hand trick"... I don't know if this is only me, but some system are better played unchanged.
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06-20-2011, 07:22 AM | #7 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Mage: The Ascension
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06-20-2011, 07:37 AM | #8 | |
Join Date: Dec 2009
Location: Jacksonville FL
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Re: Mage: The Ascension
Quote:
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Two things that I learned from Dungeons & Dragons is that I LOVE GURPS and it isn't really a compliment when a gnome tells you your hair smells nice. |
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06-20-2011, 07:47 AM | #9 |
Join Date: Sep 2004
Location: Canada
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Re: Mage: The Ascension
All the creativity and negotiation with the GM won't save you when your bag of dice explodes into a bag of botches :/
You have to give them credit, though - eventually they learned. After about three different attempts to fix the system. Later editions of the game have significantly improved the botching problem by almost completely removing the special status of 1s on dice rolls. The current round of WoD games also helps eyeball probabilities better by fixing difficulty at a static number and solely using "number of successes" as the actual difficulty number. It's still messy though. I can't argue with the visceral pleasure of dropping 30 dice as your werewolf explodes through Samuel Height (true story) but it's still really slow to resolve.
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06-20-2011, 08:15 AM | #10 |
Join Date: Sep 2007
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Re: Mage: The Ascension
The syntactic magic systems in GURPS do call for a fair amount of player-GM negotiation. "Control Body" or "Matter 3: Create" covers an awful lot of territory.
IMO, the biggest weakness in Mage was the lack of any good system for resolving mage-versus-mage conflicts. Everybody shapes reality to their whim; great. Easy to befuddle or whoop on the mundanes. What happens when two mages are struggling over the same Sphere? "Highest level wins" is a bit dull; opposed rolls require some tweaking. And cleverness ought to get an inning; but granting "good roleplaying/tactics" bonuses means in practice that you're back to GM negotiation, the systemless system. Even more complex, what happens when two mages want to do two different things at the same time, but the effects intersect in the "world" of consensus reality? This sort of conflict is the core of the whole game, so it seems like there would have been a better system for resolving it. |
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