09-08-2016, 06:57 PM | #31 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Then I shall.
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I have blogged about it - five different times. And there's another one in the future. Right now, that's not where my creative energies are but I did it because you asked if I would. Mysterious may make something popular, but it doesn't convince people to buy the product. This is a product. I want people to buy it so I can write another product that people will hopefully buy. Quote:
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09-08-2016, 07:07 PM | #32 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
I was pleasantly surprised; I'm one of the few who was bored to tears by RPM. It had enough of both true Vance (though the limit was more than seven spells, alas :)) and even some of Arneson's components.
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09-08-2016, 07:59 PM | #33 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quickie review:
It's Ritual Path Magic, Dungeon Fantasy version. DF: the GURPS line with way more magic systems than published adventures! The basic idea is that there are 8 Paths, which are kind of like Colleges in vanilla Magic, except there are fewer of them so each is broader. Each is controlled with a Very Hard skill, and there's a master Very Hard skill that needs to be at least as high level as the highest Path skill, and there's a Talent that boosts all of them. Incanters can cast spells that fit into one (or more, at a penalty) of their Paths. Incanters cast slowly, so most of the time they prepare spells before the adventure (which has the benefit of moving the arguing with the GM about custom spells out of play time into prep time), called incantations. They get a limited number of slots to hold such incantations. They get bonuses for wizardish things like spell components and grimoires. They can also make infusions (potions) and scripts (scrolls) which are variations on the idea of incantations, with slightly different rules. And then there are a bunch of rules for creating your own spells. Figure out which Path(s) it's in, figure out how powerful, etc. There are a few dozen example spells, but not nearly as many as in GURPS Magic, so Incanters (like Sorcerers) are for players and GMs who are willing to tinker, while Wizards are easier out of the box. (And, like Sorcerers, if we're lucky there may be more spells published in the future.) And there's a 250-point template called Incanter that has the expected Unusual Background and Talent and Path skills. Otherwise Incanters are pretty similar to Wizards -- attributes in the same ballpark, similar nerdy disad choices, spells banned from affecting the same stuff (healing, animals, etc.) to avoid stepping on Clerics and Druids. You could remove Wizards in favor of Incanters if you want, or allow both in parallel. Very crunchy book; I'd need to play with it for a long time to really know how I like it in practice. But a lot of people like the RPM system, so bringing it to DF is a great idea. Excited to have another option, but probably won't add it to my current DF game. (Except for Professional Skill: Dungeon Butcher.) |
09-08-2016, 08:32 PM | #34 | |
Join Date: Sep 2004
Location: Chicago
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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09-08-2016, 08:35 PM | #35 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
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You can buy it more than once. It's ok. Your wallet won't mind. It's got lots of crunch that can be ported to non-DF games you know. Such delicious crunch. Like a bowl full of crisp cherries or candied delights. What could it hurt to buy it now? Nothing. Nothing at all....
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09-08-2016, 08:40 PM | #36 |
Join Date: Jan 2005
Location: Charlotte, NC, United States
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Mercy! I'm a poor, poor man. We'll see how much mad money I have at the end of the month...
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. |
09-08-2016, 08:47 PM | #37 |
Join Date: Feb 2007
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Hell yes! This one looks like a beauty. Thank you very guys! :)
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
09-08-2016, 08:56 PM | #38 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
Well, thank y'all for buying it (or intending to).
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09-08-2016, 09:12 PM | #39 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
PKs response helps I suspect the "Top Men" will soft pedal sales till after the results are in from the Surveys. The Zen Masters (Darn now I want a T short as stretch goal) will also add to the numbers so it should be good.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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09-08-2016, 09:21 PM | #40 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
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