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#1 |
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Join Date: Mar 2007
Location: Anywhere but home
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A lot of people (myself included) have made the claim that the GURPS magic system is not particularly universal, citing its rigid structure or whatever. And while I still think this is somewhat true, I noticed today that the spells themselves can be woven to fit each individual campaign better (which is what GURPS is supposed to do after all).
Take, for instance, the Sense Life spell: "Tells the caster if there is any life in the subject area, and gives a general impression (on a good roll) of what kind." Now at first that struck me as rather vague. But then I imagined how Kromm would use it, with his colorful improvisational GMing style, and I realized how adaptable that spell could be for the clever GM. It says that on a good roll, it gives a general impression of what kind of life, but it doesn't delimit the info the GM can convey. In a strongly symbolic Good vs. Evil campaign, it might tell the user if the life is good or bad. In other types of games, it could tell the user if its magical, demonic, hostile, demi-human, or whatever. And it could get even more specific than that, if it served the GM's purposes. Which makes it (and other spells like it, which I'm forgetting right now) very useful to the toolkit GM, as does the seemingly too-ambiguous "on a good roll." That very vagueness is useful, and makes GURPS magic more generic. |
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#2 |
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Join Date: May 2006
Location: Seattle, Washington
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I feel the opposite: GURPS magic is too generic for my uses. It makes certain assumptions about the nature of a spellcasting culture that are too restrictive for what I need. For example, a "battle mage" using GURPS magic doesn't have many options for enhancing others' weapons. What's worse, there is next to no true minor enchantment system in GURPS magic: there's major enchantment (lasts forever, takes a long, long time to cast) and temporary enchantment (lasts X uses, takes a long time to cast), but no minor enchantment (lasts X minutes, takes a few seconds to cast). The only spell I can think of off hand is Flaming Weapon.
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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#3 |
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Join Date: Oct 2006
Location: Chagrin Falls
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SHouldn't it be possible to create the spells you want using flaming weapon as a cost / structure guideline?
Perhaps a temporary DR boost to shields or some such would be a good start?
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#4 | |
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Join Date: Aug 2004
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Note also that magic has a few other elemental variations on Flaming Weapon. |
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#5 | |
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Join Date: Sep 2004
Location: Torino, Italy
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Think of other elemental spells sucha s Flame / Icy / Lighting Weapon / Missiles / Armor, half the Body Controll College (Grace, Reflexes, Vigor, Might, Resist Pain, and all the Boost Attribute), Protection and Warning spells such as Armor and Shield, and Movement spells such as Freedom, Lighten Burden, Haste and Great Haste. If you want to emphasize spells that enhance allies in your campaigns, you can simply rearrange the spell list (which is not a "deviation" from standard GURPS but a campaign option described in GURPS Magic itself). Many people don't like GURPS Magic (probably because magic is a very subjective and totally fictional thing and everybody has his own ideas about how it should work), but in my opinion the rules as written provide a nice background for most "typical fantasy" games, and a very easy way to represent different "magic schools", religious cults and so on, simply creating a "spell list" for each. If you really want more variety, you could easily rule that any Enchantment spell can be used "temporarily", at 1/100 cost or something, but its effects last only 10 minutes. I don't think it's necessary, and will require you to 'change the rules', but might be what you're looking for... In my opinion, if you want to build your own "magic system" or "supernatural abilities system" you should not look in GURPS Magic but in GURPS Powers. On the other hand, if your preferred magic system is somewhat similar to "standard fantasy rpg magic", whatever that means, GURPS Magic will be enough (and simpler). |
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#6 | |
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Join Date: Nov 2004
Location: Birmingham, Alabama
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#7 |
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Join Date: Jul 2005
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GURPS Magic spells seem very out of place. I know the comment has been made before, but generic-izing the psionics system was the right thing to do, and so would be doing so with magic.
That said, GURPS Magic spells are a fine "house rule" to add to the generic system. :) But yes - GURPS Magic is quite non-generic. It feels like it should be a part of a world book. You can't model Forgotten Realms D&D style magic or MAGE the ascension brand magic off it. Its really its own creature.
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Villain's Round Table |
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#8 |
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Join Date: Jul 2007
Location: San Antonio, TX
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For what it's worth, I'm making my own magic system for my Dragon Age RPG (title a work in progress).
So far, it works a bit more like Mage than anything. I'm trying to set it up so that most users can get practical use out of it, but only the most powerful can get anything REALLY significant out of it. I.E., you can't really sling fireballs around until Magery 1 or so. To do so beforehand is dangerous, and draining. It's meant for a Normal mana world (with certain high mana zones), and magic is divided into three parts. Regardless, I recommend that anyone that's even the slightest bit interested look here: http://wiki.rpg.net/index.php/Dragon_Age I'm still brainstorming and just using the wiki for scribing it down. A lot of the figures are just "ballpark figures". Either way, if your complaint is that magic is too *general* and not specific enough, then you would dislike my system.
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She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 01-29-2008 at 01:51 PM. |
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#9 | |
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Join Date: Dec 2007
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#10 | |||
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Join Date: May 2006
Location: Seattle, Washington
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__________________
Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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