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Old 11-26-2009, 12:39 PM   #31
panton41
 
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by whswhs View Post
That's not its primary focus. There are things in it that you could adapt to that kind of campaign, though, as hidden wonders. Good luck finding inspiration!

Bill Stoddard
I was hoping it would help with that. It's kind of hard to use GURPS with that kinda setting since magic is more of the "unknown fickle wonder" than the quantifiable system GURPS uses.
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Old 11-26-2009, 01:09 PM   #32
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by ciaran_skye View Post
I was hoping it would help with that. It's kind of hard to use GURPS with that kinda setting since magic is more of the "unknown fickle wonder" than the quantifiable system GURPS uses.
For that my first recommendation would be the core Thaumatology book. Several of its chapters contain very well suited ideas. Ritual magic in particular looks to me to be Exactly The Thing.

Bill Stoddard
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Old 11-26-2009, 01:35 PM   #33
David Johnston2
 
Join Date: Dec 2007
Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by ciaran_skye View Post
I've already bought it, but I don't have the time right now to give it an overview (work, school, family, demanding house pets) how well would this work for a game closer in style to a Charles de Lint "subtle hidden magic" type urban fantasy?
It isn't ignored but I'd say a good half of the book is for magitech civilisations where the magic is quite blatantly transformative. On the other hand the Urban Shaman template fits quite nicely into into a hidden magic campaign.
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