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Old 07-13-2009, 01:15 PM   #1
RyanW
 
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Default Six-shooters and Sorcerers, which book?

Situation: Planning an Old West game with magic, based on Path/Book, with Decanic, Voodoo, and Indian Shamanistic traditions, among others.

Which book would likely be more useful? Age of Gold or Magical Styles?

Edit: Or something else you can recommend? Just I don't have enough spare cash at the moment to buy a library of books, so maximum usefulness in minimum word count is a big plus.
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Old 07-13-2009, 01:19 PM   #2
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Default Re: Six-shooters and Sorcerers, which book?

Hmmm. Age of Gold wouldn't really be helpful directly, but Magical Styles is pretty focused on spell-based college magery.

Age of Gold might be useful as a worked example of how to create a world with different types of magic systems coexisting, but really that's about it.

As much as I love telling people to buy GURPS stuff, I'd say neither. GURPS High Tech or 3E GURPS Wild West would be better, if you don't have them.
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Old 07-13-2009, 01:31 PM   #3
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Default Re: Six-shooters and Sorcerers, which book?

Thanks for the info. I was thinking about AoG as more a full, worked example of the Path/Book magic and alchemy. It sounds like it's more about the specific setting than I realized.
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Originally Posted by Crakkerjakk View Post
GURPS High Tech or 3E GURPS Wild West would be better, if you don't have them.
Have both.
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Old 07-13-2009, 01:46 PM   #4
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Default Re: Six-shooters and Sorcerers, which book?

Magical Styles at least has lots of neat Perks for mages/sorcerers. You might also get something out of 3e GURPS Voodoo (I'm not sure whether Voodoo and its kin showed up historically in the Old West, but you mentioned it). GURPS Spirits was a favorite; I don't think there's any 3e Ritual Magic stuff that didn't show up in the 4e Path/Book material (not sure), but it looks like you're planning a spirit-heavy game.

Oh, and 3e Deadlands - never owned it but it certainly looks applicable.

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Old 07-13-2009, 02:39 PM   #5
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Default Re: Six-shooters and Sorcerers, which book?

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Thanks for the info. I was thinking about AoG as more a full, worked example of the Path/Book magic and alchemy. It sounds like it's more about the specific setting than I realized.
Well, pg 13-25 is specifically on the magic rules in the setting, but it sounds like you already have a pretty good idea of what you want in your magic system, and it's pretty much just running through the appropriate sections of Thaumatology and making the choices on what switches you want flicked.

You COULD just steal it, but it sounds like you have something specific in mind. i just think you'd be better off to run through Thaumatology and make the design choices that best fit your campaign.

Don't get me wrong, it's a great PDF and an awesome setting, but if you're looking for something to help you in a wild west setting with specific traditions already in mind, Thaumatology by itself will let you do what you need.
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Old 07-13-2009, 02:48 PM   #6
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Default Re: Six-shooters and Sorcerers, which book?

How about Castle Falkenstein: Six Guns and Sorcery? It may be a bit hard to find, though. GURPS: Castle Falkenstein should have conversion notes.
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Old 07-13-2009, 03:58 PM   #7
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Default Re: Six-shooters and Sorcerers, which book?

Is Deadlands so obvious that it's not worth saying?
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Old 07-13-2009, 04:04 PM   #8
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Default Re: Six-shooters and Sorcerers, which book?

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Is Deadlands so obvious that it's not worth saying?
Eh, it's 3E and it sounds like he has a pretty specific setting (that's not deadlands) in mind.

That's why I didn't mention it.
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Old 07-13-2009, 04:13 PM   #9
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Default Re: Six-shooters and Sorcerers, which book?

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Eh, it's 3E and it sounds like he has a pretty specific setting (that's not deadlands) in mind.
Well, it's not so specific, but I have some ideas that are at odds with some of the ideas within the Deadlands setting.
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Old 07-13-2009, 06:20 PM   #10
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Default Re: Six-shooters and Sorcerers, which book?

I'm considering something similar right now and to be honest I've been served quite well by just Thaumatology, High-Tech, and the basic set. I'd like to take a gander at GURPS Wild West, but I haven't the cash and I don't think it's on e23 yet anyway.

How's your magic gonna work? Does it go by spiritual tradition? If so you could give all denominations access to the Path of Health, and then access to one or two paths per tradition. Depending on the era you could also have a few early members of the various Spiritualist movements floating around, thereby giving you an excuse to throw in some Books, too.
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