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#1 | |
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Join Date: Aug 2004
Location: Jacksonville, AR
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On rpg.net, there was a thread about magic that had an interesting colorful mage that I'd like to model in gurps (both this mage specifically and mages in general).
Generally, this type of mage seems more characterized by her relationship to magical entities and places than just what spells she can cast. I think that this type if mage is more easily modeled by spells as powers than spells as skills; though I am open to suggestions on how to encourage this in the regular spell model. Quote:
Some sort of reputation in "otherplaces" A named halfstaff a boon that is an added enchantment a perk (can make a pact with a demon prince)- used to get a patron/duty package a skill to make charms from moster parts (something like rpm's charms) Dream leaf- an alchemical amulet giving a will bonus
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Travis Foster |
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#2 |
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Join Date: Jun 2008
Location: Milwaukee, WI
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This seems like an awful lot of work. I don't mean to sound discouraging - this is EXACTLY what I want magic to be.
GURPS Thaumatology and GURPS Thaumatology: Magical Styles can help, but really this is about a player and a GM agreeing to make fluff, and then deteminring how much it costs in points. I would do the ability to pact with a demon as a favor if it's a one-time deal, or just the fluff of what "magery" is - you can chat with demons/spirits and get knowledge. If the demon regularly comes by and helps you, it is a highly accessable patron. Blood and Bone Magic is alchemy, or material magic from Thaumatology. Dreamleaf would be a magical material, and would have cost in the world , but probably be a "Regular" item. Or it could be a variant Herb Lore pastille that wards or exorcises spirit beings. the staff could be a named possession from Perks.
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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#3 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
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#4 | |
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Join Date: Jun 2008
Location: Milwaukee, WI
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Quote:
Do you mean Assisting Spirits p90, or "Shamanism as Powers" p 207? Maybe Mortals with Supernatural Servants (p209)? That sounds right to me. Also Check out Words of Power on p178. Sounds like a trick these sorts would learn.
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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#5 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Quote:
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#6 |
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Join Date: Jan 2006
Location: Central Europe
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Magic systems like this depend on a creative GM defining places and beings and substances and magic systems. And without a worked example or three, this is even harder.
See also Sanderson's First Law of Magics (An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.) In game terms, RPG magic systems work best when they have well-defined effects.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#7 |
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Join Date: Oct 2009
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I'd definitely agree that the quoted style, while awesome, needs a strong setting to ground itself in, so you're not going to get much luck putting together generic rules for it. This makes total sense; what's being described here is a magic where the really cool tricks aren't something that can be pulled directly from the one's character sheet, but are the fruits of having relationships with spirits and the innate abilities to use artifacts scattered around the gameworld. In other words, it's world-based more than character based. Which obviously requires the GM to have a lot of NPC spirits and artifacts on hand to use. With that said, we can look at a few principles.
You need more than one magic system. Yes, that means walking between total confusion and munchkinism. That's not a bad thing, if the GM is good. On one hand, ignorance can let IC confusion and fear slip over to the player ("How is he doing that?" "I do not know, his magics are strange to me"), which is fine as long as the player knows what he's doing with his character points. On the other hand, digging for every possible advantage sounds a lot like the archetypal wizard. There needs to be both low cost and high cost magic. This is something that the first point enables. On the one hand, you want players to have to sacrifice to obtain real power. On the other hand, you want small, subtle magic to give them that mysterious flavor. So give them a constant trickle of power with little cost, and then make them pay heavily for the rest. You need to make them feel the cost of their magic. The standard GURPS way to do that is to charge character points, either piecemeal for a permanent ability (like with create), or a lump some for a one time use of something (like a supernatural favor). That's a sound plan, but there's an even older tradition of giving out limited use quest rewards, often in place of cash. Don't let most of it be available on the open market, price notwithstanding, that simply ruins the feeling. The Dreamleaf, the boon of the lady of the pines, and the charms cut from monsters skins are all examples. Add texture. This should be obvious, but it's important. A wizard's staff is boring, a lightning-struck half-staff is cool. Small details and flourishes go a long way to make things memorable. This has some nice tips. Providing that is largely the GM's job, but when the players are eager to provide their own texture, great things happen. |
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#8 |
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Banned
Join Date: Oct 2007
Location: Europe
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The one with the actual character in it. He has something like 4 indidivual servant spirits, some as Allies, one as Patron, one that the writer thinks best represented by a Contact Group.
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#9 |
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Join Date: Sep 2007
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Color is separate from mechanics. You can always add color to the mechanics. That's what players and GMs are supposed to do, and it's a large part of the fun (for me, anyway).
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#10 | |
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Join Date: Feb 2008
Location: The Athens of America
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Quote:
Played for years with pretty much the base magic systems with orders (ie styles) for the last 20 yrs. Seen mages played poorly from a tactical viewpoint, mages with the dramatic range of a broken daisy air rifle, and with the mystery of a Law + Order episode (ie zip). The color and drama mostly comes from the player within the scope the GM allows. If you have figured out who the role (PC) you the player have written for yourself then you can have fun with it. Tactics are well and good but there is more to a good game than body count! Benevelont Fortune Upon You. Sann Arkis ben Zai Journeyman Adept of the Blue Star
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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