Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-11-2014, 04:34 AM   #41
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Social implications of RPM

Quote:
Originally Posted by scc View Post
I think that if you have multiple magic systems, like we have, positioning them and thinking that they all do the same jobs as well as each other is bad, it raises the question of why you have multiple system.

Plus while RPM will let cast any spell/effect you like, it's just that chances are you will have to prepare it in advance. That should put you into a different frame of mind to the standard system.
I still don't get why the standard system has to be a One True Way for fantasy.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 04-11-2014, 08:25 AM   #42
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: Social implications of RPM

Quote:
Originally Posted by vicky_molokh View Post
I still don't get why the standard system has to be a One True Way for fantasy.
It's the one mentioned in the Basic set, so it's what most people experience first. That, and there's really no math beyond "Can I afford to cast this? Yep? VOLCANO!"
Nereidalbel is offline   Reply With Quote
Old 04-11-2014, 09:02 AM   #43
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Social implications of RPM

Quote:
Originally Posted by scc View Post
Plus while RPM will let cast any spell/effect you like, it's just that chances are you will have to prepare it in advance. That should put you into a different frame of mind to the standard system.
A reasonably competent adept is capable of tossing a 3d lightning bolt every 3~ seconds (18 energy) and a 6d lightning bolt every 5~ seconds (30 energy) using only gathered ambient energy.
[Greater Create Energy; Ritual Adept, Path of Energy-16; rolling a 10 gives 6 energy.]
Sunrunners_Fire is offline   Reply With Quote
Old 04-11-2014, 09:09 AM   #44
Nosforontu
 
Join Date: Sep 2004
Default Re: Social implications of RPM

Quote:
Originally Posted by scc View Post
I think that if you have multiple magic systems, like we have, positioning them and thinking that they all do the same jobs as well as each other is bad, it raises the question of why you have multiple system.
While they all do the same job the truth is that don't always do the same job in specific ways as well as other magic systems do. Take a campaign that wants to emulate a D&D game for example. A key component of the system is the Vanican Spell System which requires the caster to prepare spells ahead of time and hope the spells they have prepped match up to the challenges that they are facing today. RPM with its charm system is probably a better starting point for that kind of world. While in the same world D&D Sorcerrers learn a handful of spells but are able to essentially spame them throughout the day [pathfinder adding in a bit of bonus feats based on what kind magical heiritage you have]. To me Magic as powers is probably a better starting point for that kind of magic in a game verse.

They don't do the same thing but they can get the same results most of the time that is a system feature of Gurps not a system fault. Its the same reason that if you just want to be able to absorb more damage you could purchase Extra Hit Points, and have the option for Ablative DR. Both do nearly the same thing in the game and do so slightly differently but can represent very different concepts in the game.

Quote:
Originally Posted by scc View Post
Plus while RPM will let cast any spell/effect you like, it's just that chances are you will have to prepare it in advance. That should put you into a different frame of mind to the standard system.
Yes... and not quite true lesser effects for paths that you have at a reasonable skill with can usually be cast in the field. Rituals with greater effects you can do so as well with a bit more risk attached to them if you rely on Sacred Site Bonuses or Workshop bonuses to bump your skill level in the safe range.

You can probably pull off a small number of low powered Lesser effects in combat time depending on the size of your Energy Reserve. You probably cannot pull off a greater effect in combat barring a massive energy reserve or unusually slow combat pacing. However most spells assuming your skill is high enough can be cast in the field with just a minute or two preperation. This might not be fast enough to let you gather enough energy to grant the party Flight during a fight. However if the party sees that they need to fly while delving in a dungeon its a handful of minutes work for the parties witch to allow each of them to fly bypassing the obstacle with a fair amount of ease.

A standard Gurps Wizard could do the same thing for the party the difference being he is likely going to need a rest to recover his energy reserves after the spell instead of before it.
Nosforontu is offline   Reply With Quote
Old 04-11-2014, 11:05 PM   #45
VulpesFulva
 
Join Date: Dec 2006
Default Re: Social implications of RPM

There's a thought: RPM-Technomancer.

Or "Infinite Earths: Merlin-(Arbitrary Number)"

Divergence point... hm. April 15, 1979, James Dallas Egbert III doesn't begin the chain of events that lead him to commit suicide in the Steam Tunnels under the University of Michigan, and the PI investigating his disappearance has no reason to start the whole "D&D (and by extension, role playing games) = Satanic" folk devil malarkey.

The kid winds up being a Tesla/Einstein tortured genius™ and codifies the "first princicples" of "Applicable Thaumatology." Much like Tesla, he was often disappointed that he couldn't do all the things he wanted to do. He created the frameworks for "greater effects" in the settings paths, but never cast more than one, which backfired, leaving him still a tragically young man when he died.

1987, someone attempting to impress his Ars Magica GM runs some of the game mechanics through the lens of Egbert's work and gets a proper effect. (GURPS mechanics, this player was an adept with suitable levels of magery, which Egbert wasn't.)

Egbert's thesis begins to make the rounds of occult bookshops and so on, echoing the nascent internet.

1996, and the Veil of incredulity is lifted, and a college dropout who "spent too much time on mystic balderdash" earned James Randi's Million Dollar prize.



The paths would need to be tweaked, and various social responses added, but there's a good framework, nicht wahr?
VulpesFulva is offline   Reply With Quote
Old 04-11-2014, 11:24 PM   #46
scc
 
Join Date: Mar 2013
Default Re: Social implications of RPM

VulpesFulva, interesting idea, but I don't think it qualifies for the Merlin designator, for that you need a Hellstorm, or at least some event that BRINGS magic to the world. A world were someone just discovered magic late on is a different thing.

Hm, is there a RPM using universe for IW yet?
scc is offline   Reply With Quote
Old 04-12-2014, 01:29 PM   #47
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: Social implications of RPM

Quote:
Originally Posted by VulpesFulva View Post
The paths would need to be tweaked, and various social responses added, but there's a good framework, nicht wahr?
An interesting concept but I don't know that the backstory works for me. "Depressed computer science dropout who killed self a couple years after playing D&D a few times" doesn't scream occult prodigy to me.

I'd probably make it some tortured (and probably entirely fictional) soul that wins the Randi prize out of the blue, leading James Randi down a research path that ultimately sciencizes magic.
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline   Reply With Quote
Old 04-12-2014, 01:51 PM   #48
VulpesFulva
 
Join Date: Dec 2006
Default Re: Social implications of RPM

Meh. I'll poke at it a bit. Who knows? Might make a good Pyramid article.
VulpesFulva is offline   Reply With Quote
Old 04-12-2014, 09:11 PM   #49
starslayer
 
Join Date: Dec 2006
Default Re: Social implications of RPM

Quote:
Originally Posted by RyanW View Post
Zap-boom is not the only fantasy magic out there. And just because wizards are subtle (quickness to anger optional) does not mean they must be secretive. Basically, wizards flinging fireballs comes mostly out from the primary influence on fantasy to come out in the last 50 years being essentially a kitbash of a wargame.

If I remember correctly, the most impressive spell that occurred "on stage" in The Lord of the Rings was Gandalf's glowstick.
I would say it was the 'you shall not pass'- but that seemed far more like a stored charm (complete with a violent action that may have crushed something on the staff) for emergencies then it did like a making and breaking spell with enough power to destroy a bridge.

But yes- LoTR type magic would fit RPM much better then it would fit the traditional spell system.
starslayer is offline   Reply With Quote
Old 04-12-2014, 10:30 PM   #50
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Social implications of RPM

Quote:
Originally Posted by Kalzazz View Post
So something like this maybe?

Instant Regeneration - Heals the amount of HP needed to cripple a limb and fixes a removed limb. (DM fiat - its fixed HP rather than 'roll it', because the Regen/Restoration series of spells and the potion from Magic all were not based on HP, just SM, and Subject Weight handles SM 'well enough', so its a general purpose spell for ST 7 squishies and ST 19 knights and 2d was chosen through sheer DM fiat as 'this is needed for healing the 8 damage roll needed to cripple a ST 14 character)

This Casting: Greater Restore Body (4) + Greater Restore Body (4) + Lesser Control Magic (5) + Subject Weight, 300 lbs. (3) + Healing, 2d+1 HP (5). 105 energy (21×5).

Other than the Rule Zero 'the DM can do what the DM wants to do with RPM' is there any kosher precedent for 'Here, you need X amount, be you dealing with ST 7 weaklings or ST 19 anti weaklings it does not matter, you need X'?
No, I don't think this would be entirely workable. Scaling a spell up or down to deal with the individual is probably best. You (as you noted) can do what you want, but I wouldn't. A spell to heal a big man should be harder than one that heals a smaller man. Now, the needed spell effect shouldn't change, it should be equally hard to grow a limb, but I would let you scale dice of healing up and down for a "Regrow Limb" spell without changing the spell's definition for the purposes of Ritual Mastery, specialized Magery, etc.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Reply

Tags
ritual path magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:05 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.