02-20-2011, 10:27 AM | #31 | |
Join Date: Aug 2004
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Re: Pyramid #3/28: Thaumatology II
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02-20-2011, 11:22 AM | #32 | |
Join Date: Aug 2004
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Re: Pyramid #3/28: Thaumatology II
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02-20-2011, 03:39 PM | #33 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Pyramid #3/28: Thaumatology II
Well, all I can say is thanks. I normally don't buy Pyramid on account of saving my money for GURPS books, but this one I nabbed because I really wanted some official optional rules for alchemy, making it adventure-friendly. Alchemical tattoos and the techniques were the cherry on top. This article was pretty much made for me.
Ceremonial wasn't something I'd use much, but if you don't have GURPS Thaumatology with all the ritual and subtle alternatives to the standard system... or if you want a quick alternative with what you got, this squeezes the best you can get out of the standard magic system, ritual-wise. Didn't much care for yellow magic, as I usually don't for setting specific stuff, but another worked out example of a magical style gave me some insights that will help tailor my own. Kudos for that. I don't know if the issue will sell well, like I said, I'm no reference. But now that you've gotten me to buy once, I'm more predisposed to buy again. Even if the regulars are a bit disappointed - which I doubt - this sort of thing might get you a few more regulars, and more money on the long run. Or at least I hope so... |
02-21-2011, 05:11 AM | #34 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Pyramid #3/28: Thaumatology II
Just got it, read most of it, loved everythhing I read.
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02-21-2011, 05:25 AM | #35 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Pyramid #3/28: Thaumatology II
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My frame of reference (formed in the 70's-80's) was AD+D, Rulemaster, Fantasy Hero, Runequest and a few others that I kinda forget now. Basically Gurps Magic beat them all hollow (again just my opinion). I have never really felt that constrained by the base system...I have seen run and GM'ed some Spells as Powers stuff. Also I have played and GM'ed in an enviroment that anticipated the Tham: Orders PDF by about 30 years. We significantly reworked the prerequisite chains (going back to Fantasy) and eliminated "mages can learn all spells." Basically they got 2-5 Colleges as their "speciality" (50% of spells had to be from these), 2-4 Colleges as against the grain of the order (mostly cant learn at all), all the other Colleges they could learn...with the Caveat that the Really Cool Spells (ex Exchange Bodies, Invisibility, Telepathy, etc) tended to be known only to the Specialists and they tended not to teach them to other orders. It also meant that mages would not all look the same...perhaps mages of the same order would be similar but with 20ish orders most have been played only once...or less. Boy I do not miss the days of Boil Water I, Boil Water II, Boil Water III etc....
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02-21-2011, 07:26 AM | #36 | |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
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Re: Pyramid #3/28: Thaumatology II
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I think GURPS' Magic gets a bad rep because GURPS is a very realistic game system, compared against the rest of the industry (although the writers are too modest and they say it's only "verisimilitude" rather than "realistic"). Magic and wizardry is inherently incompatible with realism, and so if you hold it to realistic norms it will always look unbalanced to some degree. GURPS' treatment of it is still better than many other game systems, I feel. |
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02-21-2011, 09:36 AM | #37 |
Join Date: Oct 2004
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Re: Pyramid #3/28: Thaumatology II
The Alchemy article is a good reason for a new Style and new perks:
Alchemical Magic (7) Prerequisites: IQ 12, Extra Option (may use Magical Alchemy from Pyramid 28 p.5) Perk Required Skills: Alchemy, Thaumatology, Expert (Natural Philosophy) 1st Circle Spells: Detect Magic, Measurement, Tell Time 2nd Circle Spells: Create Air, Create Fire, Purify Air, Purify Water 3rd Circle Spells: Create Earth, Heat, Cook, Mature, Create Water 4th Circle Spells: Essential Air, Essential Earth, Essential Flame, Distill, Know Recipe, Internalize Elixir, Essential Water, Create Ice, Cold, Purify Earth Available Perks: Extra Option (Magery adds to Alchemy skill), Extra Option (Stabilizing Skill: Chemistry), Secret Spell (Internalize Elixir) |
03-08-2011, 04:57 PM | #38 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Pyramid #3/28: Thaumatology II
Two threads about the same thing; MEH.
Short: Love the issue; love the alchemy stuff; see more comments at http://forums.sjgames.com/showthread.php?t=76976
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
03-08-2011, 05:02 PM | #39 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: Pyramid #3/28: Thaumatology II
One weird, freaky thing:
Yellow Goblin Magic, which could apply in whatever fantasy world but is written for Yrth, has a spell called Alter Gender. Years ago, my goblin alchemist who lives in Yrth developed almost the exact same thing as an elixir. Synchronicity.
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GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
Tags |
alchemy, magic, pyramid 3/28, pyramid issues |
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