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-   -   Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too) (https://forums.sjgames.com/showthread.php?t=153104)

Kromm 11-26-2017 11:14 PM

Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
 
Quote:

Originally Posted by Bruno (Post 2138757)

Why would you need two magic systems?

No idea. I used just one. The difference wasn't "new magic vs. old magic"; the difference was "seriously mature, millennia-old magic vs. rediscovered, a-few-years-old magic." The mages in the previous age knew all the spells, all the methods and tricks for using them, and all the exploits, and were so numerous that they could rally enough power to bother the gods. The tiny handful of emergent mages in the campaign knew mere snippets of that knowledge that were gathered haphazardly from mostly destroyed writings. But they used the same magic system (which was kind-of, sort-of Path/Book).

I'd compare it to mature 2017 tech vs. post-apocalypse Mad Max clones using whatever tech they can rebuild from junk: same tech, but nowhere near as many options or as much availability.

scc 11-27-2017 12:55 AM

Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
 
Quote:

Originally Posted by Bruno (Post 2138757)
Why would you need two magic systems? "We can't make it anymore" can be simply due to "nobody knows how" (lost craft secrets that haven't been reinvented yet) or "There just isn't enough mana/divine intervention/virgin wyvern testicles any more".
We're only finally reinventing the full Roman marine concrete recipe, and it's not like the chemistry of concrete has changed in the two-thousand-odd years.

Quote:

Originally Posted by Kromm (Post 2138814)
No idea. I used just one. The difference wasn't "new magic vs. old magic"; the difference was "seriously mature, millennia-old magic vs. rediscovered, a-few-years-old magic." The mages in the previous age knew all the spells, all the methods and tricks for using them, and all the exploits, and were so numerous that they could rally enough power to bother the gods. The tiny handful of emergent mages in the campaign knew mere snippets of that knowledge that were gathered haphazardly from mostly destroyed writings. But they used the same magic system (which was kind-of, sort-of Path/Book).

I'd compare it to mature 2017 tech vs. post-apocalypse Mad Max clones using whatever tech they can rebuild from junk: same tech, but nowhere near as many options or as much availability.

Because if you don't the Second Age of Magic either ends up as a minor footnote, the magic that PC have regular access to is very low, or items brought up out of dungeons are massively over powered.

Quote:

Originally Posted by Bruno (Post 2138757)
Nope. They did World Of Darkness, Castle Falkenstein, and Deadlands though.

Quote:

Originally Posted by adm (Post 2138803)
Could scc be thinking of 3E GURPS New Sun?
http://www.sjgames.com/gurps/books/newsun/

Nah, my memory itch is saying Forgotten Realms or maybe Dragonlance.

Fred Brackin 11-27-2017 08:31 AM

Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
 
Quote:

Originally Posted by scc (Post 2138827)
Nah, my memory itch is saying Forgotten Realms or maybe Dragonlance.

Then you're definitely wrong. You may have seen some elaborate fan site but those IP are WOTC only.

Kromm 11-27-2017 09:26 AM

Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
 
Quote:

Originally Posted by scc (Post 2138827)

Because if you don't the Second Age of Magic either ends up as a minor footnote, the magic that PC have regular access to is very low, or items brought up out of dungeons are massively over powered.

The PCs had access to minimal magic, exactly as I intended. Items brought up out of dungeons were powerful enough mostly to overshadow the magic the PCs could work, which was also as intended. The items weren't overpowered, though . . . there were foes sufficiently powerful to challenge the PCs and then some.

maximara 01-14-2018 11:55 AM

Re: Dungeon Fantasy(DF) and regular GURPS 4/e questions (Yrth too)
 
Quote:

Originally Posted by Kromm (Post 2137553)
Yrth isn't a hack 'n' slash world. It has a lot of social structure and civilization, whereas the implicit assumption of the DFRPG is that the world is largely a hostile and dangerous place outside of towns. Also, you'll find clerics and druids hard to fit into Yrth's assumptions about religion.

Actually that varies depending on when and when the campaign is set in. The period right after June 26th, 1050 CE (the date the Banestorm was cast) was filled with confusion and danger.

I should point out the Blessed advantage exists on Yrth. The Mystic (pg 212) and Priest-Wizard (pg 214) "classes" (professions) are two such examples. This means that there is something "giving" out the equivalent of Magery. This is supported by the fact (revealed in 3e Yrth) that more people know spells then have magery proper even in low mana areas.

A lot is made of the realism of Yrth but even in the c1000 to c1200 when most of the humans were brought to the world Christianity was already fragmented thanks to isolation and the Great Schism that became Roman Catholic and Eastern Orthodox. Heck even in the 2nd century Christianity was fragmented and what little efforts in standardization attempted fell apart with Rome in the 5th century. That anything even remotely like 15th century Christianity exists on Yrth is one of those perhaps there it more here then at first appears hooks for adventures.


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