05-06-2017, 02:24 PM | #1 |
Join Date: Aug 2004
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Question on ritual magic and voodoo
I am running a modern sercet magic game. In my world I have a encompassing ritual magic (path/book magic system) for "witchcraft" which basically covers The craft to Wicca to other types like Hecate witches, dark witches of Demons, and the Goddess. Basically it depends on what your background is, accompanying skill and the type of witchcraft you use, along with your paths. my question is should this also cover things like Haitian Vodou and Louisiana Vodoun, saintaria, or hoodoo ? Yes each would have various path and cultural skills and altered beliefs. Or should voodoo and the rest be under another ritual magic?
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05-06-2017, 02:28 PM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Question on ritual magic and voodoo
Path/Book is really suited to Voodoo and any secret or spirit magic IMHO.
The main limitation is Path/Book has no actual spell design system. I made one though and it is based on adapting rules already in play so its doable.
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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 |
05-06-2017, 03:07 PM | #3 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Question on ritual magic and voodoo
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If what's important is the will of the magic-worker and how it is focussed, then the system of rituals is a means of doing that. You'd only have one core Ritual Magic skill. Magicians from different traditions would use different languages, actions, tools and symbols, and would have to overcome familiarity penalties before they could collaborate in a ritual. On the other hand, if what's important is the significance to the spirits of words, languages, particular trappings and dances, and so on, and magic is a question of re-enacting the actions of legendary heroes, then there would be lots of Ritual Magic skills, one per tradition. They might have mutual defaults, but at pretty steep penalties, in the range -6 to -10. If there is some underlying mechanism of magic in the universe that doesn't arise from culture, like the Hermetic decans, or the Cycle in Steven Brust's novels, then ritual magic skills will be about using the mechanisms of magic skilfully. There may well be several skills, for different cultures, but they'd have mutual defaults at useful levels, in the range -1 to -4. GURPS can cope with any of these models, and more. Deciding on one will have implications for the metaphysics of your setting, and is worth thinking about carefully.
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05-06-2017, 03:29 PM | #4 | |
Join Date: Aug 2004
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Re: Question on ritual magic and voodoo
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05-06-2017, 03:44 PM | #5 | |
Join Date: Aug 2004
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Re: Question on ritual magic and voodoo
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Yes on my world its a combination of beings of magic that can be called on, to good old fashion Magic that can be called on by the users will, focused through focuses, tools, languages, and belief systems that color the magic and bring it into the world. But the belief systems and encompassing theories of their magic is summed up in their Ritual Magic skill that goes with their tradition, correct? And then each tradition has its own paths. BUT some paths are simply called different names in different tradition and then with a change of the tools and focuses that are used, but the overall spell itself is sort of the same except for thematics. |
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05-06-2017, 04:08 PM | #6 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Question on ritual magic and voodoo
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Personally I would say that there would be a default between Voodoo and most Westernized or New Age witchcraft. Norse magic seems pretty much its own animal and Hekau would have a pretty steep default if any. I actually charge a UB for learning different Traditions because of the increased flexibility, though I dont ever expect anyone to take them. Your usually better off focusing. Quote:
However all is not lost. Lets say your used to dealing with spirits of one culture but are in a foreign land. The spirits have a different culture and behavior though they may behave the same in a broad metaphysical way. So you would have a Familiarity penalty for dealing with those new spirits till you figured out their ways and worked with them so they got used to your strange ways as well. There really is no one true way to do this. It all depends on the setting.
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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 |
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01-03-2018, 07:38 PM | #7 |
Join Date: May 2017
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Re: Question on ritual magic and voodoo
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01-04-2018, 08:01 PM | #8 | |
Join Date: Mar 2016
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Re: Question on ritual magic and voodoo
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01-04-2018, 08:48 PM | #9 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Question on ritual magic and voodoo
I might just post it to my blog to get it out there, I would prefer to see it in Pyramid (greater visibility) but its always a tight contest for an issue and there may only be one shot at it for a given article a year.
EDIT: I sent a note asking permission. I want to be sure I dont violate the online policy. So I'm not ignoring either of you.
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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 Last edited by Refplace; 01-05-2018 at 01:23 AM. |
01-05-2018, 11:06 AM | #10 |
Join Date: Dec 2010
Location: Seattle
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Re: Question on ritual magic and voodoo
Yes, it really does seem like the the Path/Book system could benefit from a ritual design system. The effect shaping RPM (a Pyramid article) is the closest we have, and it's not quite right.
I've played in a game years ago, shortly after GURPS Voodoo came out, so that was 3d edition. The GM handled different systems as penalties, and that made a difference when conducting group rituals. What I like about it is that it makes performing the ritual every bit as interesting as combat.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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