04-18-2014, 10:12 AM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Pyramid #3/66: The Laws of Magic
A curious thing about magic is that people talk about how it "knows no limits" . . . and then hasten to list the supernatural laws it obeys. In a game, such laws take the form of rules: abilities to buy, resources to track, stats to memorize, systems to master. Still, it's entirely possible to expand The Art while remaining 100% "legal" – you just have to tack on new clauses, provisos, and riders! That's the mission of Pyramid #3/66: The Laws of Magic. This latest issue of Pyramid is full of new postscripts and loopholes:Curses and demons?
[Wow, those first two articles would fill a 20-page PDF. This is GURPS Ritual Path Magic 2 at Pyramid prices – a great deal even if you don't use any of the remaining material for other magic systems!]
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
04-18-2014, 02:20 PM | #2 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: Pyramid #3/66: The Laws of Magic
Seens to be an interessing Pyramid. I have just one question. My gamming group is focusing in DF for some time and we are slowly working in introducinfg different magic systems for different spellcasters. Does this Pyramid version help in this project?
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica |
04-18-2014, 02:39 PM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Pyramid #3/66: The Laws of Magic
I am a huge fan of big meaty articles like Christopher's by the way, and would certainly welcome more of the sort!
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04-18-2014, 03:04 PM | #4 |
Join Date: Aug 2008
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Re: Pyramid #3/66: The Laws of Magic
If the different magic system is RPM, then yes. This is essentially a 20-page RPM supplement with some other nifty magic-related articles in it. I find it yummy.
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04-18-2014, 03:04 PM | #5 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Pyramid #3/66: The Laws of Magic
"The Material Difference" offers a way to introduce PC enchanting into DF (and includes a Material Enchanter lens for wizards) -- instead of enchanting taking months/years of down-time, it takes only hours but requires "essences" you collect from special monsters. Thus, enchanting becomes "fun".
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04-18-2014, 03:09 PM | #6 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/66: The Laws of Magic
Quote:
If you'll being using RPM at all, then it definitely helps! Christopher's article is full of variant combo ideas, many of which fit DF quite well, and my article will let multiple RPM casters in the party remain very distinct, protecting their niche. If the systems you're using are still based on the regular magic system, then Kromm's article is an excellent way to introduce PC enchanting to DF without unbalancing your games or encouraging months or years of downtime (the reasons it was taken out to begin with). (Also, have you seen GURPS Magical Styles: Dungeon Magic yet?)
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04-18-2014, 03:24 PM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/66: The Laws of Magic
This was a great issue and a bit of a disappointment at the same time.
First, every article had cool stuff, even the last box :) Christophers article really gives a lot of good options for RPM and tweaking it. RPKs article for specialists was something really useful for a lot of campaigns and something asked for on the forums. I think I will redo (again) my human mages guilds with it in mind. They went from college magic to Book/Path and now I think will work even better as RPM. Especially since guild members could simply buy off some of the limitations and be generalists if needed but I have a campaign/setting reason for mostly specialists (at least the NPCs and common mages being such). David Pulvers article was simply a fun and inspiring read. Thoroughly Modern Magic by Paul Stefko was nice for industrial magic and getting a lot of magic items in a campaign if that is the goal. I expected magic items to be cheaper if they can be produced faster but he runs the numbers and includes a very useful table to make estimating it all easy. However while all those articles are good, what I was hoping to see based on the Theme were more articles related to the so called Laws of Magic. Sean Punches The Material Difference and Steven Marshes Random Thought Table however were the only ones that fit the bill IMHO. Both were good, and The Material Difference will be worked into my main setting and I really like the way it worked. I have used material magic since GURPS Second Edition but always eyeballed it. This gives me a system to use that is more fair, less work and still fits the desired concept. Nice warm fuzzy feeling :) |
04-18-2014, 03:27 PM | #8 | |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: Pyramid #3/66: The Laws of Magic
Quote:
Divine Favor for Clerigs and Druids (and maybe crazy cultists) Sorcery for Summoners. Regular spell system for wizard. Actually, the Dungeon Magic was the main reason to maintain the regular spell system for Wizards, but I frankly do not know yet what to do with Wizards.
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04-18-2014, 03:31 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/66: The Laws of Magic
Quote:
RPM options from both articles may benefit both your priests and Wizards and the Material magic article will benefit Wizards if you stick with the standard magic system. And in fact everyone gets more loot options so others benefit too. |
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04-18-2014, 05:49 PM | #10 | |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/66: The Laws of Magic
Quote:
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