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Old 11-25-2009, 04:49 PM   #21
giganerds
 
Join Date: Jun 2007
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Default Re: GURPS Thaumatology: Urban Magics

I like the book "Magic like Technology" flavor, allowing mages build some modern benefits to medieval cities like sewers.

Congratulations STODDARD. ;-)
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Old 11-25-2009, 05:13 PM   #22
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Default Re: GURPS Thaumatology: Urban Magics

Oh Darnit, SJGames...

I'm trying to save on money, and you go and put out products like this!

Curse you, you magnificent bastards. *Evil grin*
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Old 11-25-2009, 05:15 PM   #23
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Default Re: GURPS Thaumatology: Urban Magics

Quote:
Originally Posted by giganerds View Post
I like the book "Magic like Technology" flavor, allowing mages build some modern benefits to medieval cities like sewers.

Congratulations STODDARD. ;-)
I enjoy the entire book, but the casual 'And here's how to turn this into a Contact if the PCs are rats' bit in the Rat King box is fantastic.
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Old 11-25-2009, 05:50 PM   #24
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Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by Gizensha View Post
I enjoy the entire book, but the casual 'And here's how to turn this into a Contact if the PCs are rats' bit in the Rat King box is fantastic.
I'm glad you liked that. I tried to fill the book with easter eggs for all tastes.

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Old 11-25-2009, 07:40 PM   #25
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Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by Kromm View Post
(...) Then again, you could use it for the "town" aspect of a Dungeon Fantasy campaign just fine.
I would say that's true! However I haven't read it yet.

Quote:
Originally Posted by e23
Building on ideas from GURPS Fantasy . . .
It expands from 4e GURPS Fantasy and that's great. Judging from the e23 preview it seems a very inspirational and useful book. Definitely full of cool stuff. My congratulations to Bill!
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Old 11-25-2009, 10:26 PM   #26
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Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by Gizensha View Post
I enjoy the entire book, but the casual 'And here's how to turn this into a Contact if the PCs are rats' bit in the Rat King box is fantastic.
Let me change my words, I like the entire book, mainly the part I said before ;)
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Old 11-25-2009, 10:57 PM   #27
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Default Re: GURPS Thaumatology: Urban Magics

This is a great book and loaded with cool ideas. The style is one of the reasons I like GURPS books because it goes with an idea of a magical city an explores it fully. Integrating magic into a world is often tricky but this book helps you to easily add it into the city without losing its magical quality. Nice job!

I would like to add that I would love in some DF books were written like this. For instance, take elves, instead of silly comments about them, have a concept of what they represent in a gameworld and then give some ideas for customizing them. Or for dungeons where there could be all sort of ideas for how monsters stay alive for so long or how they live inside the dungeon etc. These kinds of things are interesting to read about to me.
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Old 11-25-2009, 11:26 PM   #28
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Default Re: GURPS Thaumatology: Urban Magics

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Originally Posted by Mailanka View Post
But... today's not thursday!

My world is turned upside down!

*flees to buy*
This Week, there is a National holiday. it falls on thrusdays. ALWAYS.

So a day earlier beats a day later.
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Old 11-26-2009, 10:59 AM   #29
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Default Re: GURPS Thaumatology: Urban Magics

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?
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Old 11-26-2009, 11:46 AM   #30
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Default Re: GURPS Thaumatology: Urban Magics

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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?
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
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