08-28-2019, 09:37 AM | #11 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Ritual Magic issue
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GURPS isn't modeling the physics of some real world somewhere that it has to get right. It's magic; they're making it up. It works however it works. The Basic Set is a high-level set of rules for any world; GURPS Magic presents various options for specific worlds. Magic does not say "When we said 'prerequisite' in the Basic Set, we didn't mean Magery." Quote:
The Fourth Edition mostly overcame that problem by including nearly all the tools you need to construct most worlds in the Basic Set. The supplements won't contradict themselves much, because they're all based on the groundwork in the Basic Set. They present options for modifying what's in the Basic Set, but as options they do not carry the force of game law, and may be different than options in other supplements. By calling for rules in supplements to override what's in the Basic Set, you are actually asking for the third edition problem to come back: you have to have all the supplements with "new discoveries" in order to do anything. Want to use ritual magic in your game? Can't do it without GURPS Magic, because that clarified what a prerequisite is. That's the third edition problem all over again. |
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08-28-2019, 10:02 AM | #12 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Ritual Magic issue
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Maximara wants to treat the rules like the latest scientific discovery: we thought Newton's laws were correct, but Einstein showed us that they were really slightly different, so Einstein is more correct than Newton. The Basic Set said to count the prerequisites for ritual magic, but GURPS Magic said not to count Magery for that — unless you want to — so Magic is more correct than the Basic Set. I don't believe GURPS is meant to be treated this way. The Basic Set is the "law," so far as it goes, and the supplements are optional to add in. (Everything in the Basic Set is optional too, of course, but it is the published basis of everything else.) If I only use the Basic Set, and I make my own Pilot! wildcard skill, I'm not doing it "wrong" because I didn't use the Pilot! skill in GURPS Supers. The Basic Set is "required"; nothing else is. Quote:
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08-28-2019, 10:05 AM | #13 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Ritual Magic issue
And this is not to say that clarifications haven't been issued or that Kromm hasn't opined on things added in a supplement that he wishes had been put into the Basic Set. We just can't treat every word of every supplement this way. And those who haven't heard the Word of Kromm aren't consigned to damnation in Hell for interpreting the Basic Set in a different way than a later clarification.
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08-28-2019, 10:14 AM | #14 | ||||||
Join Date: Nov 2016
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Re: Ritual Magic issue
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In my settings, magery is an advantage you can learn/improve if you study/train; however it also represents natural affinity if you buy it during character creation. Quote:
GURPS magic says this: Quote:
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08-28-2019, 10:35 AM | #15 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Ritual Magic issue
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08-28-2019, 10:57 AM | #16 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Ritual Magic issue
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When I write a supplement, I sometimes discuss a trait or a rule from the Basic Set, and say, "Here is what this actually means." That is not meant to be changing a rule; it's meant to be making it clear[er] what an existing rule means. I sometimes say, "This rule in the Basic Set leads to problems; here is a variant rule that clears them up." For example, in Powers: The Weird and Template Toolkit 2: Races, I include a variant rule for the effects of high and low gravity. This produces exactly the same results for people native to Earth-normal gravity, but it works differently for a Martian on Jupiter or the reverse. I sometimes say, "Here's an alterative rule." This is definitely changing a rule, and using it is entirely optional. So there's a spectrum from pure interpretation to pure revision. I think a well written supplement ought to make it clear where a rule falls; I've tried to do that, but I expect I've gotten more careful about it over the years.
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08-28-2019, 11:52 AM | #17 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Ritual Magic issue
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08-28-2019, 12:26 PM | #18 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Ritual Magic issue
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"Wildcard skills include and replace all specific skills within their area." (sic) (B175) Regarding your example, if it can be piloted in the game world then it is covered by Pilot! per the Basic Set. This is why I said having two different versions of Pilot! is possible but weird given the huge range of wildcard skills but then again I was thinking along the lines of Pilot (Land)! or Pilot (Sea)! rather then Pilot! itself. Contrast Blade! with Sword! and Katana! Of course there are gray areas in wildcard skills. For instance would Alchemy or Astrology fall directly under Science! or only through their defaults? Heck, George Brown Goode of the Smithsonian desired “the collections to form a museum of anthropology, the word anthropology being applied in its most comprehensive sense” (Alexander, Edward P. (1983) Museum Masters - Their Museums and Their Influence. American Association for State and Local History. pg 288) which if you ran with that definition Anthropology! would be an insanely huge wildcard skill covering more then Science! does. Last edited by maximara; 08-28-2019 at 12:51 PM. |
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08-28-2019, 01:09 PM | #19 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Ritual Magic issue
Yes, but deciding which skills are within their area is not always clear-cut. Supers says that Pilot! skill not only replaces all Pilot specializations, but also allows IQ-based Shiphandling for air or space vehicles, rolls to operate any weapons installed in any air or space vehicle, and for attacking with the vehicle itself. These are not necessarily completely obvious, and without Supers I might not have guessed them. I might also have added something else, maybe allowing all air and space specializations of Navigation, for instance.
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08-28-2019, 02:24 PM | #20 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Ritual Magic issue
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Also GURPS 4e Power-Ups 7 explains "This is a minimalist wildcard as written. The GM might add Airshipman, Free Fall, Meteorology, Navigation (Air, Hyperspace, and Space), Parachuting, Spacer, and Vacc Suit – plus Electronics Operation (any) for vehicular systems, Freight Handling for cargos, and Mechanic for repairs, where air or space vehicles are involved – as befits the setting." This what I meant by later works clarifying things. Supers was just too brief with what Pilot! could cover while Power-Ups 7 shows just how deep Pilot! could be GM willing and it logically follows what the Basic Set said. Last edited by maximara; 08-28-2019 at 02:37 PM. |
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hedge magic, ritual magic |
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