09-24-2016, 09:52 PM | #1 |
Join Date: Sep 2016
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Banning Magic
This is a summary of some ideas I've been thinking over the past little while.
See here for the full text I don’t like “magic” in my settings. I want a real sense of the fantastic and I feel that just labelling everything “magic” cheapens it. I instead want many sorts of “magic”, all of which are different and have their own sort of rules. However, coming up with different sorts of “magic” is difficult and a lot of work that could possibly be focused on better tasks. In this article, I attempt to come up with a few different systematic approaches for creating magic systems. |
09-24-2016, 10:07 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Banning Magic
You really should have a reference to GURPS there.
Also have you read the online policy? I am concerned it breaks it.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-24-2016, 10:21 PM | #3 |
Join Date: Sep 2016
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Re: Banning Magic
I don't actually use any text from any GURPS products except maybe the Imp so I don't need to obey any online policy. However, I will add a disclaimer and maybe tidy some stuff up.
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09-24-2016, 11:07 PM | #4 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Banning Magic
<MOD>
This looks fine, as it's all original content. Thank you for adding the disclaimer at the end. </MOD>
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homebrew |
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