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Join Date: Jun 2021
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Hi All,
I’m a long-time role-player and GURPS aficionado, but I haven’t played with 4th Edition. I’m planning a Fantasy campaign that re-rationalizes certain classic fantasy races and is set in a low-magic (none, really except for prayer and perhaps minor spiritual channeling) setting at start. Essentially the continent The Players come from is devoid of all that and has a very simple pantheon. However, the players will be engaging an open world discovery of a recently discovered continent with foothold kingdoms from the old continent present but with the vast majority of the new continent undiscovered. I want the tech level to be 1450 - 1500 CE equivalent; mainly high medieval but with access to matchlocks, cannon, and three-riggers. So this is an “Old World” exploring an unmapped, unvisited “New World” kind of campaign. Psionics, at a low level, are known by certain cultural groups in the “New World.” Like I said above, as the campaign starts, it i low magic. But I want magic (and Psionics) to be able to ramp up and have player characters able to discover/develop mage abilities as the exploration commences. So I Have two questions for you GURPS Sages here. �� 1.) What books will I need. That’s the simple question. 2.) How do you suggest I approach Magic (and Psionics) practically in the system to get the results I want above. This feels like the tough one. Thanks! Pat Last edited by Navaronegun; 06-18-2021 at 05:22 PM. |
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| Tags |
| fantasy, worldbuilding |
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