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-   -   what is more fun with GURPS fast magic or slow magic? (https://forums.sjgames.com/showthread.php?t=130566)

lachimba 11-22-2014 10:18 PM

what is more fun with GURPS fast magic or slow magic?
 
Which do you enjoy using in your GURPS games (regardless of the specific magic system) quick magic (eg RPM with Ritual Adepts) or slow magic (eg low mana using deacons, time, space, etc to counter penalties)?

My thoughts are that if the magic is slow and the action scenes are common youre punishing the caster character who may as well stay home.

If I use slow magic its best to have all PCs share approx equal access to it regardless of character concept.

So sure if the pcs have access to one spellbook the higher IQ character might be a bit better at learning spells, but with a limit of magery 0 etc theyll be casting spells to investigate or preparing charms for the action scenes.

sjard 11-22-2014 10:21 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
I supposed you'd say slow for me. I generally prefer older styles of magic, like the Greek style *mancy schools. Information gathering only, so it usually doesn't matter that it may take an hour or so to cast.

I've never been super fond of blaster mages, as in my experience, if you're playing a combat heavy (or even moderately so) game, they upstage anyone else.

Last Pawn 11-22-2014 11:12 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
Quote:

Originally Posted by lachimba (Post 1839925)
Which do you enjoy using in your GURPS games (regardless of the specific magic system) quick magic (eg RPM with Ritual Adepts) or slow magic (eg low mana using deacons, time, space, etc to counter penalties)?

Honestly, this question just doesn't work well for GURPS. If I'm playing dungeon fantasy then fast magic is the way to go. If I'm playing a conspiracy driven hidden magic style of game then I prefer slow magic. It all comes down to an issue of genre, setting, and style and yet the system remains GURPS in whatever case you're discussing.

whswhs 11-22-2014 11:18 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
It depends on the campaign, of course. My Worminghall campaign let the PCs attempt fast magic, though they weren't all that good at it. On the other hand, my current campaign, Tapestry, is partly cinematic skills like Blind Fighting, and partly path and book magic. I really tend to prefer the latter; I think of mages as the analog of highly skilled professional consultants, not as mobile field artillery.

Bill Stoddard

Dead Monky 11-22-2014 11:21 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
Indeed. What I prefer depends on the style of game I'm running. Though I am toying with the idea of using both in one game. Using the fast magic as is, but ramping up the power of the slow to allow very powerful, if very slow to cast (and maybe subtle?) effects.

Anthony 11-23-2014 02:52 AM

Re: what is more fun with GURPS fast magic or slow magic?
 
It depends on the genre, though I prefer to have slow magics in any game that has magic, just because big rituals make for interesting plots (either arranging or disrupting them).

Gnome 11-23-2014 07:10 AM

Re: what is more fun with GURPS fast magic or slow magic?
 
I like fast magic so that players of wizards aren't bored in combat or action scenes, but usually we don't have the "blaster mage" type that others have mentioned. Default GURPS Magic does have damaging spells, but the most powerful (and most fun IME) spells are buffs, debuffs, save-or-die effects, etc.

jeff_wilson 11-23-2014 03:38 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
Quote:

Originally Posted by lachimba (Post 1839925)
My thoughts are that if the magic is slow and the action scenes are common youre punishing the caster character who may as well stay home.

This is GURPS, a PC does not have to be ONLY a caster.

This is GURPS, fewer active PCs in second-by-second play sequences makes them move along faster so the party can get back to casting narrative sequences sooner.

Kalzazz 11-23-2014 03:48 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
I have long been a fan of the Fast/Slow Hybrid model, such as the dusty old DnD model of 'I can change what spells Ive memorized and adapt to the situation given a nights rest and study time, and I can also use the spells I have ready to go right now in combat round duration'

Or the Earthdawn 'I have X spells loaded into active memory, and other spells in storage, I can use the active spells right off, or I can juggle them which takes a while to use my other spells'

Or the new RPM 'I can use my conditional spells right off, but, I can also take a lot of time to cast a tailored spell'

Not sure how well that answers the question though

Dead Monky 11-23-2014 07:54 PM

Re: what is more fun with GURPS fast magic or slow magic?
 
Quote:

Originally Posted by Kalzazz (Post 1840119)
Or the Earthdawn 'I have X spells loaded into active memory, and other spells in storage, I can use the active spells right off, or I can juggle them which takes a while to use my other spells'

Well, you can cast those spells you have in storage without loading them into your matrices, but the Horrors make that a REALLY bad idea.


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