Quote:
Originally Posted by Fred Brackin
"Coincidental" magic is not obviously a violation of the laws of physics or at least is not cast in front of non-magical witnesses. "Vulgar" magic is probably both and Reality doesn't like that sort of thing and may inflict backlash on the user.
This is a big deal in original M:tA (i.e. 30 years ago for the Gurps version).
Also, while the game system could be fully flexible and improvisational some casters and some traditions depended on "rotes" which are pre-set magic "spells" with the actual mechanics embedded in the Sphere system..
It just came to me as I started to write this that the OP was producing a list of "rotes" (though he never used that word). He was trying to use some old G:WoD books he'd found but apparently no one here was sufficiently immersed in these 30 year old game mechanics to grasp what he was doing. I think "rotes" were virtually ignored in the M:tA port in Thaumatology.
My personal reasons for not recognizing this sooner were not only that it was half a lifetime ago (more for most of you whipper-snappers) but I hated subjective reality and Mage manipulation of it when i stumbled across it back in the 90s.
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Honestly, that seems to fit exactly what I was remembering, I just didn't have the words to express that atm, because I wasn't certain about it...
So, I guess, thanks for saying what I needed to say...?
Quote:
Originally Posted by Kallatari
The really quick adaptation of Mage: The Ascension magic in GURPS would be:
- Use Syntatic Magic: Realms and Power (GURPS Thaumatology, p.188-191), where the Realms are the Spheres. If memory serves, there where 9 Spheres that had 5 levels each. If we adapt that as 9 Realms with 5 levels, then they would be worth (12 x level) points each. I'd personally just stick with the 6 levels per Realms as defined on p.189, in which case the Realms would be worth (10 x level) points each.
- Use Reactive Reality (GURPS Thaumatology, p.193-194) to account for "vulgar" vs "coincidental" magic to receive Distortion points.
- Apply the generic Syntatic modifiers (GURPS Thaumatology, p.180-183, or tables p.242-243) as skills penalties (rather than energy cost modifiers or required margin of success), and you can then buy off those penalties for a pre-determined effect as a Technique which represents a "rote."
From there, you can customize your own variant system by customizing the Realms and the number of levels they have. You could also customize the effects of Distortion Points, and how to get rid of them.
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Yes, however, Street also did say that he/she/it was trying to adapt the book "Authentic Thaumaturgy" not WoD magic in any form, so this is only kinda helpful. I did own that particular book at one time, no longer, and as others have said, I found it to be too focused on 1960s+ spiritual/mystic magic ideas & didn't enjoy the thing overall. With that said, if Street likes it and wants to use it with GURPS, that is perfectly possible, so let's help Street with that.