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07-07-2018, 02:17 AM | #1 |
Join Date: Mar 2013
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The Problem With Magic
Magic doesn't exactly have the best rep, some of it deserved (Not really updated from 3e) and some not (It's too cheap), but I think I've figured out a real problem it suffers from: No Meta-physics.
There's no attempt to explain HOW any of the spells work and that's rather important. Now this may sound silly or folly but it's actually rather important because it informs you how magic itself works and what it's limits are. And lack of definitions here may have carry on effects. An example of this problem is how the College's are organized, they work along themes rather then appearing to work on fundamental (magical) concepts, which can result in spells that would logically go together not, or very weak colleges (Food). Now while the various other magic systems lack the same level of definition, given that they don't have pre-determined lists of spells it less of a problem. |
07-07-2018, 03:11 AM | #2 | |
Join Date: Jan 2006
Location: Central Europe
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Re: The Problem With Magic
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- There are too many common spells which let a single character break a 'typical fantasy RPG setting' (the Unofficial GURPS Magic Faq has an OK list). Many of them are basically boring spells too ... in most settings we don't want mages replacing barbers and masons. - The implicit assumptions about how (not why) magic works which held up to GURPS (3e) Magic (about 10 FP and powerstones, repeated small, short-ranged castings to create major effects, int14magery3, mana levels, combat spells are either about as effective as a crossbow or can take one opponent out of the fight at the cost of all your FP) faded away, leaving a bundle of spells which is not very flavourful and takes too long to organize About 10 years ago, David Pulver suggested that the solution was to regroup around a list of about 100 spells suitable for a ghost story, horror novel, or medieval legend, another list for flashy fantasy novel magic, another for technomagic, another for 'please don't call it psi' ...
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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07-07-2018, 03:36 AM | #3 |
Join Date: Jul 2006
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Re: The Problem With Magic
Yep. Flavourless because generic - add seasoning to taste.
If you want some ideas on how to season, pick up Thaumatology, because that has all sorts of metaphysical stuff. |
07-07-2018, 04:21 AM | #4 | |
Join Date: Mar 2013
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Re: The Problem With Magic
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Elemental seems to be treated as both something naturally occurring AND things created by mages, they can't both be right. Lend Vitality would suggest that a world where it is used requires something like the elthric doubles from Katherine Kerr's Deverry novels, so why isn't there a spell that reverses the effect that damages the double, which would bypass all physical defenses and likely only be heal-able by magic. |
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07-07-2018, 05:28 AM | #5 |
Join Date: Jun 2017
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Re: The Problem With Magic
From what I've heard Magic suffered from being very early in the 4e cycle (hence issues with still having some 3e-isms, at least according to the review I read).
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07-07-2018, 05:48 AM | #6 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: The Problem With Magic
I'm of the mind that Magic is mostly fine and criticisms against it are mostly overrated.
Certain spells may be a problem in certain settings, just disallow them. The colleges are organized into understandable themes that make sense in some settings but could be organized differently for other settings. As for the metaphysics? That is a setting issue and this is a generic system. Sure it could have done with a chapter on exploring different ideas but being generic allows it to fit more places.
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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 |
07-07-2018, 05:56 AM | #7 |
Join Date: Feb 2016
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Re: The Problem With Magic
I generally ignore Magic nowadays because it is so unbalanced. It is more enjoyable to use my own magical systems, so I generally use a combination Flexible Magic, Path/Book Magic, or Powered Magic to represent magic in my games. The advantage of using my own systems is that I knew that they were balanced.
For example, I have had games in settings where practitioners of magic had access to Path/Book Magic, Powered Magic, and Symbolic Magic. Magery was specific to each type of magic and gave unique bonuses according to the type of magic. Each type of magic possessed its own advantages and benefits (Path/Book magic was slow but inexpensive, Powered Magic was fast but expensive, and Symbolic Magic ended up between the two). |
07-07-2018, 07:09 AM | #8 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: The Problem With Magic
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So, you have spells from generic fantasy together with spells designed for the godlike Tuatha Dé Danann of Celtic Myth, industrials spell from Technomancer, ... You really need to prune the list to what fit your setting. Using everything together is like filling your plate at a buffet with chili con carne, oysters and Brussels sprout, topped with chocolate ice cream and a dash of mint sauce. it may end up palatable, but if it make you sick instead, I would not blame the cooks... As for the metaphysics, it is the default generic Magic Gurps system. It doesn't have inherent metaphysics because it is supposed to be dropped into any setting that need magic. Sure, you can abuse it in many ways and it is incoherent as a whole ... but it work perfectly for most games where the focus is on adventuring, and if your players are seriously going to analyse the "spice" spell impact on international trade between nations instead of using it to season the owlbear steak, -you are a lucky GM. -you either need to remind them that it is off-topic for a dungeon delve or if it is on topic ... then you need a metaphysically and economically coherent magic system (or likely several systems for various approach). Time to break out Thaumaturgy and excel. Last edited by Celjabba; 07-07-2018 at 07:12 AM. |
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07-07-2018, 07:31 AM | #9 |
Join Date: Aug 2006
Location: L.I., NY
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Re: The Problem With Magic
When I hear people pointing out how the spells in Magic could completely transform a low-tech economy and society, it always makes me wonder how many mages they assume exist in a setting. More importantly, how many people who have committed their lives to understanding the mystical workings of the universe would then want to use that knowledge to become the equivalent of assembly line workers, mass producing products or basic commodities.
The Basic Set has loads of options, some of which contradictory, that a GM has to pick and choose from. I'm guessing no one posting here has a problem with that. Why shouldn't Magic also be a catalogue of options for assembling a magic system, rather than a pre-built cohesive whole? |
07-07-2018, 05:57 PM | #10 | |
Join Date: Jul 2007
Location: West Virginia
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Re: The Problem With Magic
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