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Old 04-23-2023, 03:29 PM   #1
Silverblade
 
Join Date: Nov 2004
Location: Germany
Default Re: Lesser and Greater Magic

Quote:
Originally Posted by johndallman View Post
Are you familiar with Thaumatology: Ritual Path Magic? That provides a lot of what you seem to want, within a single system. Available at your local branch of Warehouse 23.
I've got that. :)

What I want to do though is combine Ritual Magic (not Ritual Path Magic),
Thaumatology: Sorcery, and Realm/Syntactic Magic into one advantage with comparable point costs to the separate systems.

What I have in mind is:

Use Standard GURPS (Ritual) Magic when you start out with beginning players and characters (because of ease of use, understandability) at low point totals.

Use Thaumatology: Sorcery in addition to Ritual Magic at inermediate levels and...

Use Syntactic/Realm/Verb-Noun Magic from GURPS Thaumatology in addition to Ritual Magic and Sorcery at the upper levels.
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Old 04-23-2023, 08:13 PM   #2
malloyd
 
Join Date: Jun 2006
Default Re: Lesser and Greater Magic

The thing is that allowing free use of any sort of spell you can call epic tends to mean the campaign is pretty much over - the PC can do anything and the only way you can challenge him is to add elements that are [clearly] bolted on, since if they were present from the campaign start they'd have crushed everything, including the PC, already.

On the other hand "epic" spells are a terrific plot drivers as long as they are single or limited use and only do one particular thing, rather than being handed out as a Syntactic system that can do anything. I tend to treat these as straight up plot devices, but if the PCs are going to be charged points for them I'd probably price them like Player Guidance Impulse Buys. These effectively operate like the Wish spells or powers found in many game systems - still something to watch out for, but limited by the fact you only have 3 or whatever.
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Old 04-23-2023, 09:28 PM   #3
Christopher R. Rice
 
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Location: Portsmouth, VA, USA
Default Re: Lesser and Greater Magic

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Originally Posted by Silverblade View Post
I've got that. :)

What I want to do though is combine Ritual Magic (not Ritual Path Magic),
Thaumatology: Sorcery, and Realm/Syntactic Magic into one advantage with comparable point costs to the separate systems.
Do you have Pyramid 66? Because I already did most of the work for doing this using RPM as a base.
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Old 04-24-2023, 01:51 AM   #4
Silverblade
 
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Default Re: Lesser and Greater Magic

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Originally Posted by Christopher R. Rice View Post
Do you have Pyramid 66? Because I already did most of the work for doing this using RPM as a base.
I do. It's one of my favourite Pyramids.

I just don't like Energy Accumulating that much, and the lesser/greater effect distinction. Path Realms take them out, but that's again a bunch of advantages.

Turning it into effect shaping just encourages extremely high skill. That's why I'd like "Magery caps skill" for syntactic magic.

What I try to achieve is:

1. Use a single Magery advantage for all spellcasting.
2. Use Ritual Magic (not Ritual Path Magic) (low level) for spellcasting.
3. Rearrange College skills into something that is also useable for Syntactic Magic -> As "nouns"
4. At the higher levels, Syntactic Magic becomes available (or effective)
5. When using Syntactic Magic, College skills are capped by Magery, it doesn't add to it - like for "low" level spells
6. What verbs the mage can use is determined by his Magery similar to Realm Magic -> Higher level, more difficult Verbs.
7. Use Margin of Success for all Parameters, disregard Energy costs for now.
8. At some point, extended workings (repeated attempts, but not for Energy Accumulation, you gather Margins of Success to achieve greater range, area effect and so on as described in Thaumatology)


Bonus: I can work Sorcery in there, too.

More Bonus: Eventually, there needs to be some limit to keep Extended Workings somewhat sane - as suggested by Thaumatology under extended workings. So spellcasters have to pay some cost. I think Threshold Magic would fit nicely there. Since Mages can use Threshold casting at the high levels, I'd also like to use it at low levels - but make it less effective there. Thus, Lowbie Mages could use it as well but add a random number in addition to the full cost of their low level spells.

Ideally, characters would pay for all this in one single advantage.
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Old 04-24-2023, 11:30 AM   #5
Christopher R. Rice
 
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Default Re: Lesser and Greater Magic

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Originally Posted by Silverblade View Post
I do. It's one of my favourite Pyramids.

I just don't like Energy Accumulating that much, and the lesser/greater effect distinction. Path Realms take them out, but that's again a bunch of advantages.

Turning it into effect shaping just encourages extremely high skill. That's why I'd like "Magery caps skill" for syntactic magic.

What I try to achieve is:

1. Use a single Magery advantage for all spellcasting.
2. Use Ritual Magic (not Ritual Path Magic) (low level) for spellcasting.
3. Rearrange College skills into something that is also useable for Syntactic Magic -> As "nouns"
4. At the higher levels, Syntactic Magic becomes available (or effective)
5. When using Syntactic Magic, College skills are capped by Magery, it doesn't add to it - like for "low" level spells
6. What verbs the mage can use is determined by his Magery similar to Realm Magic -> Higher level, more difficult Verbs.
7. Use Margin of Success for all Parameters, disregard Energy costs for now.
8. At some point, extended workings (repeated attempts, but not for Energy Accumulation, you gather Margins of Success to achieve greater range, area effect and so on as described in Thaumatology)


Bonus: I can work Sorcery in there, too.

More Bonus: Eventually, there needs to be some limit to keep Extended Workings somewhat sane - as suggested by Thaumatology under extended workings. So spellcasters have to pay some cost. I think Threshold Magic would fit nicely there. Since Mages can use Threshold casting at the high levels, I'd also like to use it at low levels - but make it less effective there. Thus, Lowbie Mages could use it as well but add a random number in addition to the full cost of their low level spells.

Ideally, characters would pay for all this in one single advantage.
I see what you're trying to do (sorta), but you're trying to mix too much stuff together and it's just not going to work the way you want. In GURPS you can either settle for good enough to work in game and achieve your visions or you can get something that works great in game but doesn't work for your vision or something that doesn't work but does perfectly achieve your vision.

Good is the enemy of done and if you ever want to actually use something in a game it must be done.

This just seems like effect-shaping RPM with Path Realms at higher levels.
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Old 04-25-2023, 09:02 AM   #6
johndallman
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Default Re: Lesser and Greater Magic

Quote:
Originally Posted by Silverblade View Post
1. Use a single Magery advantage for all spellcasting.
2. Use Ritual Magic (not Ritual Path Magic) (low level) for spellcasting.
3. Rearrange College skills into something that is also useable for Syntactic Magic -> As "nouns"
4. At the higher levels, Syntactic Magic becomes available (or effective)
5. When using Syntactic Magic, College skills are capped by Magery, it doesn't add to it - like for "low" level spells
6. What verbs the mage can use is determined by his Magery similar to Realm Magic -> Higher level, more difficult Verbs.
7. Use Margin of Success for all Parameters, disregard Energy costs for now.
8. At some point, extended workings (repeated attempts, but not for Energy Accumulation, you gather Margins of Success to achieve greater range, area effect and so on as described in Thaumatology)
You have a lot of moving parts here. I anticipate your players finding some interesting exploits at the boundaries. On the subject of players, some questions:

1) Is this going to be the sole magic system in your game? If not, you're at considerable risk of your players avoiding it, since it is complex, and will require years of play for characters to make use of the higher-level parts.

2) Are all the player characters meant to be magicians? If not, you may well end up with all your players deciding to leave the complex magic system to someone else.

If the answers to (1) and (2) are both "yes" then you need to think about the starting character point levels for your game, and the rate of character growth. You may well find that the high cost of Magery makes the players feel they "aren't getting anywhere."

I've GM'ed a character who used Ritual Magic, and found that it has some problems. The character was run by a very detail-orientated player, which is necessary to use the system effectively. He found after a certain amount of character growth that he could meet all of the challenges of the campaign, and lost interest. That campaign started on 150 points plus up to 75 points of disadvantages and quirks. Since it was basically Call of Cthulhu under GURPS, I had to keep the challenges somewhat constrained to avoid wiping out the characters.

I've GM'ed and played alongside characters who used a threshold-limited syntactic magic system that is intended to model mystic Zoroastrianism. They just don't use it much, and stick to their other abilities. The comments other people are making about players preferring to avoid Threshold magic have some truth to them.

Quote:
Bonus: I can work Sorcery in there, too.
I'm afraid there are no prizes for this.
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