Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-29-2020, 10:35 AM   #111
hal
 
Join Date: Aug 2004
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by AlexanderHowl View Post
Honestly, the simplest magical system is probably Magic as Powers when the GM is willing to do the heavy lifting of designing abilities.
Just an observation - and I'll note that it is largely a function of "preference" here...

Creating a framework in which the GM can create new spells or let his player create new spells is nothing new. If you're familiar with HARN MAGIC, then you will know they have had that capability for YEARS before GURPS ever started to experiment with alternatives to GURPS MAGIC.

Do you want to know why I never went over to that kind of game system for magic?

You're at the table with players, and they went in a direction you didn't plan on. Rather than railroad them with forcing them to go the way you're prepared to go, you wing it. Then they run into a random encounter with a mage of some sort.

QUICK! List all of the spells this Mage has! Oh wait, No two spells are the same nor have the same effects because each spell is truly individual. Well, there goes the ability to wing it unless you pre-create your mages in advance. That's fine, but sometimes what you spend 2000 hours creating only to use 10% of - makes you realize that you have a better use for the other 90% of the 2000 hours you spent - could have been directed at something else.

Then comes the persnickety mathematical precision necessary to describe the spell as an advantage - not as if GURPS doesn't have a plethora of possible ways to build any given advantage, and some are not so readily apparent as to how they're used! That's just for Spells as Advantages. Using any of the other magic systems - I find is VERY open to abuse, allowing for things undreamed of in GURPS MAGIC. Be aware, I am only TOO aware that my preferences are not universal nor always shared by anyone else. I'm GLAD that GURPS VOODOO came out, but saw issues with that. I own copies of other game systems such as PENDRAGON, Chivalry and Sorcery (every edition that ever came out including the 5th edition). I owned copies of TFT (The Fantasy TRIP) WIZARD and even SPI's DRAGON QUEST. If you want to have some fun - take a peek at EDEN STUDIO's WITCHCRAFT/ARMAGEDDON series of books, and see how the Path Magic SHOULD Have been done with GURPS VOODOO (Incidentally, the same author who gave us GURPS VOODOO also gave us WITCHCRAFT and ARMAGEDDON). Sadly? Despite what we have with GURPS CHARACTERS and GURPS THAUMATOLOGY, there is no way to actively and accurately - simulate the magic system of EDEN STUDIO despite its relative simplicity!

Well - that's my take on games that give you the ability to create customized spells where no two characters create the exact same spells. It is great if you like to do that level of customization, but it can interfere with the ability to throw in spur of the moment characterizations.
hal is offline   Reply With Quote
Old 10-29-2020, 11:47 AM   #112
Alden Loveshade
 
Alden Loveshade's Avatar
 
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
Default Re: What are the best magical systems in GURPS?

Of course "best" is subjective. For me, I've used GURPS Magic for home games, online games, and at gaming conventions. Myself and six other GMs ran a continuing fantasy campaign at Strategicon Conventions (OrcCon, Gamex, Gateway) using spells from GURPS Basic Set, which uses the same system as GURPS Magic. It worked quite well in all of them.

That said, I have played with variations.
__________________
The Times They Are A-Changing! Your income is about to change
Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more
GURPS Fantasy Folk: Elves
My first GURPS supplement
Alden Loveshade is offline   Reply With Quote
Old 10-29-2020, 10:29 PM   #113
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by hal View Post
You're at the table with players, and they went in a direction you didn't plan on. Rather than railroad them with forcing them to go the way you're prepared to go, you wing it. Then they run into a random encounter with a mage of some sort.

QUICK! List all of the spells this Mage has! Oh wait, No two spells are the same nor have the same effects because each spell is truly individual. Well, there goes the ability to wing it unless you pre-create your mages in advance.
I wing this kind of thing all the time, I'm not sure what problem you're talking about.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 10-30-2020, 02:52 AM   #114
dataweaver
 
dataweaver's Avatar
 
Join Date: Aug 2004
Default Re: What are the best magical systems in GURPS?

My preferences are Magic as Powers for non-flexible magic (though using Divine Favor as a core for improvising has its merits) and Realm Magic for flexible magic — although the very first thing I do with it is to throw out the energy costs for nearly everything; and I've got a half-dozen house rules that I routinely apply to it. So as written, I wouldn't call it “the best” per se; I just like the principles on which it's built, even if they were poorly executed.

I'm also fond of Path/Book Magic when dealing with “subtle magic” settings.
__________________
Point balance is a myth.[1][2][3][4]

Last edited by dataweaver; 10-30-2020 at 09:29 AM.
dataweaver is offline   Reply With Quote
Old 10-30-2020, 09:32 AM   #115
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by dataweaver View Post
My preferences are Magic as Powers for non-flexible magic (though using Divine Favor as a core for improvising has its merits) and Realm Magic for flexible magic — although the very first thing I do with it is to throw out the energy costs for nearly everything; and I've got a half-dozen house rules that I routinely apply to it. So as written, I wouldn't call it “the best” per se; I just like the principles on which it's built, even if they were poorly executed.

That sounds intriguing. Can I see them?
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 10-30-2020, 09:35 AM   #116
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by ericthered View Post
That sounds intriguing. Can I see them?
I would also like a look.

Edit: Thank'ee sai.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius

Author of Winged Folk.

The GURPS Discord. Drop by and say hi!

Last edited by Anders; 10-30-2020 at 09:51 AM.
Anders is offline   Reply With Quote
Old 10-30-2020, 09:37 AM   #117
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by Blind Mapmaker View Post
...and Divine Favour for clerics.
I chime in only to say "yes, this." I find Divine Favor produces the best feeling clerical/supplication-based results and emergent behavior of any game I've ever played. My warrior-saint Cadmus was the most fun character of that type I've ever played.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Old 10-30-2020, 09:39 AM   #118
dataweaver
 
dataweaver's Avatar
 
Join Date: Aug 2004
Default Re: What are the best magical systems in GURPS?

Alternative Realm Magic
__________________
Point balance is a myth.[1][2][3][4]
dataweaver is offline   Reply With Quote
Old 10-30-2020, 11:58 AM   #119
hal
 
Join Date: Aug 2004
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by kirbwarrior View Post
I wing this kind of thing all the time, I'm not sure what problem you're talking about.
Tell you what - quick, whip up a reasonable NPC mage using the magic system of choice, with all the spells ready to roll for interactions with the player characters.

You decide the parameters of the NPC so this is fair to you. If you want, open up a new thread. Maybe the example you give me will inspire me to use it in my upcoming SECRETS OF NEW ORLEANS Fantasy Grounds campaign set in 1920, but with the Call of Cthulhu material excised out and a different horror campaign put in its place (If you know Eden Studios WITCHCRAFT game system, it will be the Combine vs all mages and all other monsters, with the mages usually avoiding the monsters etc). Set in 1920's - the player character is unaware of what magic is out there.

So, go to town with your spur of the moment mage using the magic system of choice. ;)
hal is offline   Reply With Quote
Old 10-30-2020, 12:24 PM   #120
AlexanderHowl
 
Join Date: Feb 2016
Default Re: What are the best magical systems in GURPS?

It is easy enough for systems like RPM. A practitioner in RPM could have IQ 12 [40], Magery 6 [65], Modular Abilities 24 (Amulet of Knowedge; Slotted Cosmic Powers; Magical, -10%; Protected Amulet, -35%; Trait-Limited, Magical Paths, -30%) [32], Modular Abilities (Ring of Mastery; Cosmic Powers; Magical, -10%; Protected Amulet, -35%; Trait-Limited, Ritual Mastery, -50%) [2], and Thaumotology (VH) IQ+6 [32]-18. For 171 CP, you could have a quite effective NPC.
AlexanderHowl is offline   Reply With Quote
Reply

Tags
magic, paut, ritual path magic, talisman of paut

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:09 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.