03-19-2016, 01:33 AM | #11 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Campaign Advice needed for Modern Fantasy Setting
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03-19-2016, 02:37 AM | #12 | ||||
Join Date: Aug 2004
Location: North Florida
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Re: Campaign Advice needed for Modern Fantasy Setting
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I was looking for feedback on using the standard magic system with some tweaks in a modern setting. From the feedback so far, it looks like I need to be using RPM instead, but I'm not sure that my players are ready for that. I need a miracle!
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03-19-2016, 02:44 AM | #13 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Campaign Advice needed for Modern Fantasy Setting
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03-19-2016, 04:03 AM | #14 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: Campaign Advice needed for Modern Fantasy Setting
It's an obscure books and the magic system is best converted to Fate Core, but Deliria is pretty much laser focused for Charles de Lint style urban fantasy.
I point you to Wikipedia because it's been out of print for years and the original author regrets how he wrote the rules. Broadly speaking he wrote the game in really poetic purple prose... even the gameplay rules.. which he realized years later that people liked rules written like stereo instructions. The rules are almost impossible to translate into GURPS (and trivial for Fate Core, but so is the difference between the systems). But basically if two stats reached a certain level it was a simple dice roll for anyone at all to do magic. In Fate that's a High Concept and Skill (maybe Stunt), but in GURPS it's more complex. Basically, like if someone had to roll against (IQ+DX)/2=Magic (or (IQ+HT)/2) where IQ and DX/HT had to be 12+ and no other modifiers were allowed, but beyond that any ability was allowed.
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Last edited by panton41; 03-19-2016 at 04:12 AM. |
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03-19-2016, 09:50 AM | #15 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Campaign Advice needed for Modern Fantasy Setting
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How much complexity are your players willing to accept? And what kinds of complexity do they prefer? Flexible magic systems e.g. RPM are good for simplifying character sheets. Their complexity lies in their rules for constructing consistent and balanced spells. As long as you, the GM, are familiar with these rules this shouldn't be a problem for your players. Writing a cheat sheet with things like Spell Parameters and Long-Distance Modifiers would be a big help for building spells quickly. On the other hand, if your players prefer spells as skills flexible magic would be a poor choice. Path/Book magic would be a good alternative to standard magic for players like this. To simplify the system, I would use the degree of success interpretation of the Spell Parameters as outlined in the discussion of Syntactic Magic in Thaumatology to determine spell efficacy. This is more straightforward than the algebra of the penalty interpretation or repetitive dice rolling of the energy accumulation interpretation of the Spell Parameters. Unfortunately, this means that you won't be able to use any of the prepublished rituals in your game. So this creates more work for you. Keeping track of how well they know a given ritual will be the main source of complexity for your players. For a secret magic setting like yours, I think RPM or a version of Path/Book magic modified as described above would be the best candidate. Spells are time consuming under both of these systems, explaining why society chose technology over magic. Most people wouldn't believe magic exists because of the high charlatan to true mage ratio in your setting. If there are only ~300 mages in the United States, it is quite plausible that no one has seen a true casting. |
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03-19-2016, 10:02 AM | #16 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Campaign Advice needed for Modern Fantasy Setting
I agree with the people who are saying that Path/Book magic is a better choice. Mana-based magic is designed for the dungeon crawling "mage as artillery weapon" paradigm; its spells run to the showy and are also capable of very quick use (you can cast one in a second!). Path/Book magic is designed for secretive mages in a world where magic isn't commonplace; you can perform a ritual in seconds, but you do so at major penalties, and the effects of most rituals are subtle.
That's not to say you couldn't go the other way. Two options: Put the overt spells off limits, giving characters ready access to warning spells, knowledge spells, minor healing spells, minor manipulation spells, and other things that don't let them imitate four-color supers. Alternatively, limit their point—but allow them to take Symbol Drawing, in the version that gives bonuses to spell casting, and allow them to gain bonuses to Symbol Drawing (not directly to spells!) by taking extra time. I've done this in a campaign and it worked pretty well.
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03-24-2016, 02:32 PM | #17 |
Join Date: Aug 2004
Location: North Florida
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Re: Campaign Advice needed for Modern Fantasy Setting
Well, after reading through GURPS Thaumatology: Ritual Path Magic again and getting a better feel for the mechanics, I believe that will be the Magic system for my new campaign.
Thank you to everyone who chimed in to point me in this direction, you guys are part of why GURPS is awesome.
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