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Old 11-03-2023, 01:13 AM   #1
Street
 
Join Date: Jan 2022
Default Re: Real Magic!

Quote:
Originally Posted by Fred Brackin View Post
Maybe not "umpteen" times but you have done this before because I recognize that page you linked to.

However much this makes sense t you it doesn't make sense to me as _game mechanics_ and other people might have similar problems.

Among these problems might also be that I've never seen "real magic" in the "real world".

I suspect you need to _explain_ more than you have.
The use of "real magic" in GURPS isn't my idea. It is a reference to another GURPS book, "Authentic Thaumaturgy": https://www.sjgames.com/thaumaturgy/
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Old 11-03-2023, 04:53 AM   #2
Inky
 
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Default Re: Real Magic!

Possibly, it makes more sense now, thanks - I'd looked at your main page and it was all links to stuff about mentalism, stage magic and lock-picking, so I got the wrong idea.

The astrology doesn't seem to be there this time. Is that on purpose? The astrological pattern was kind of awesome. I don't think it was that that was the problem. More the lack of game mechanics causing people to not know what you're trying to do with this. This still seems to be pretty much devoid of game mechanics, in fact more so than last time. Is that one of the things you wanted other people to help with?
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Old 11-03-2023, 07:08 AM   #3
Anaraxes
 
Join Date: Sep 2007
Default Re: Real Magic!

Are you familiar with Ritual Path Magic? (First appearing in GURPS Monster Hunters, but it has its own book these days.) That might be a place to start with mechanics. RPM's set of "Paths" is different in detail from your list, but they're similar in intent. RPM's partly based on some concepts in GURPS Thaumatology, so that book might also be useful. Thaumatology is generally good to have in your toolbox when you set out to create a magic system.

Use of the words "coincidental" and "vulgar" also make me think of Mage: the Ascension. White Wolf, originally, but there is a GURPS 3e adaptation. You might find some inspiration there. MtA's "Spheres" of magic are again different from your list, different groupings of effects, but that could be altered easily enough. I don't see a PDF in Warehouse23, so either that book never made it to the "Classic" (3e) lineup, or else it's just that the license has lapsed, in which case you'd have to find a used copy.
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Old 11-03-2023, 10:22 AM   #4
Fred Brackin
 
Join Date: Aug 2007
Default Re: Real Magic!

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Originally Posted by Anaraxes View Post

Use of the words "coincidental" and "vulgar" also make me think of Mage: the Ascension. White Wolf, originally, but there is a GURPS 3e adaptation. You might find some inspiration there. MtA's "Spheres" of magic are again different from your list, different groupings of effects, but that could be altered easily enough. I don't see a PDF in Warehouse23, so either that book never made it to the "Classic" (3e) lineup, or else it's just that the license has lapsed, in which case you'd have to find a used copy.
The licenses for all the White Wolf books lapsed in the 1990s and SJGames has not had the right to publish any WW adaptations since then.

However, there are rules about a generically similar form of magic in Gurps Thaumatology. See Sphere magic, though the whole book might be interesting to people interested in creating magic systems.
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Old 11-03-2023, 08:05 PM   #5
Anaraxes
 
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Default Re: Real Magic!

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Originally Posted by Fred Brackin View Post
However, there are rules about a generically similar {to MtA} form of magic in Gurps Thaumatology. See Sphere magic
That's right. Sphere magic had slipped my mind. It had always struck me as the genericized version of the old MtA rules. Thanks for the addition!

(At this point I want a list of existing magic systems in other games that don't have similar GURPS rules somewhere. It would save time trying to find some new angles on gaming magic.)
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Old 11-03-2023, 08:36 PM   #6
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Default Re: Real Magic!

It seems like, if you were thinking that this was more or less done and were just looking for someone to help you make it into a book, you may have to put that off, yeah, because it's not done by a long streak.

It seems like, there was a lot more of it both fluff and rules last time. Did you not like those bits after all?
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Old 11-03-2023, 09:42 PM   #7
Fred Brackin
 
Join Date: Aug 2007
Default Re: Real Magic!

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Originally Posted by Anaraxes View Post

(At this point I want a list of existing magic systems in other games that don't have similar GURPS rules somewhere. It would save time trying to find some new angles on gaming magic.)
That could e a little tricky. The chapter in Thaumatology is closer to a kit to build that sort of magic system than a direct port of M:tA. If you allow that level of similarity though there is nothing that comes to mind that you couldn't do with some version of Magic-as-Powers.
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Old 11-04-2023, 07:02 AM   #8
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Default Re: Real Magic!

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Originally Posted by Fred Brackin View Post
However, there are rules about a generically similar form of magic in Gurps Thaumatology. See Sphere magic, though the whole book might be interesting to people interested in creating magic systems.
Forgive my ignorance, but Sphere magic? I've been through Thaumatology but didn't see a reference... is it another name for Realm magic or something?
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Old 11-04-2023, 08:08 AM   #9
Fred Brackin
 
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Forgive my ignorance, but Sphere magic? I've been through Thaumatology but didn't see a reference... is it another name for Realm magic or something?
That seems likely. I didn't get mine out to look.
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Old 11-04-2023, 10:31 AM   #10
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Default Re: Real Magic!

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That seems likely. I didn't get mine out to look.
Thanks. I'll give Realm magic a second look.
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