Re: Implications of Gurps Magic on a Merchant Princes-like setting - advice needed
I wouldn't rely on a spell difficulty or college to determine the danger of specific magics. Very simple magical effects could blow your economy off kilter. I'd go through the whole list, look at the description and think about how it could be used in your setting. Categorize them as "Safe", "Risky" or "Game-breaking". Just toss out any game-breaking magic outright as Lost Magics. Let the players have access to any of the safe spells at the start of game. If prerequisites are lost magics, tough luck, there are lots of other spells that are available. Consider letting the players get their hands on Risky magics as the game progresses and they can do less harm to the setting.
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