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#1 |
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Join Date: Jan 2022
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Writing a book for the GURPS role-playing game has long been a
cherished dream of mine. The thought of crafting a unique and immersive world, rich with captivating characters and thrilling adventures, has always ignited my imagination. GURPS, with its flexible and comprehensive system, provides the perfect framework for bringing my creative vision to life. I yearn to delve into the depths of world-building, sculpting a vibrant setting that teems with magic, mystery, and intricate lore. From crafting intricate political systems to envisioning diverse cultures and fantastical landscapes, the opportunity to shape every facet of this world fills me with excitement. With GURPS' focus on realism and meticulous attention to detail, I can immerse players in a believable and enthralling world where their choices truly matter. Moreover, contributing to the GURPS community, sharing my ideas, and inspiring others is a gratifying thought. Collaborating with fellow enthusiasts, exchanging thoughts, and receiving feedback would not only refine my own skills but also help foster a community of passionate role-players who share the same love for the game. The presented magic system offers an alternative framework for magic in the GURPS role-playing game, providing players and game masters with a fresh and dynamic approach to spellcasting. Departing from the traditional GURPS magic rules, this system introduces the concept of 12 Gates, offering a more nuanced and customizable experience for characters delving into the arcane arts. The Gates shape a character's magical abilities, acting as specialized paths or schools of magic. Each Gate provides a unique set of spells related to its specific theme or focus. As characters advance in Gate levels, they not only unlock new spells but also gain a significant boost to the effectiveness of spells falling under their chosen Gate. This mechanic allows players to specialize their characters and tailor their magical repertoire to suit their desired playstyle. Magery lies at the core of this system, representing a character's mastery of magical abilities. With each level of Magery, characters gain access to increasingly powerful spells and enhance their overall magical prowess. The cost associated with each level of Magery ensures a balanced progression and investment in the magical arts. Casting spells in this system requires exceptional mental acuity and skill. Spells are considered mentally demanding, emphasizing the intellectual aspect of magic. Furthermore, the system allows characters to attempt casting spells they haven't learned, albeit with the inherent difficulty associated with unfamiliar spells. However, the bonuses granted by the corresponding Gate still apply, providing a glimmer of hope even when venturing into the unknown. The inclusion of the ritual skill adds another layer of depth to spellcasting. Characters can harness the power of rituals to augment their spellcasting abilities. Successfully executing rituals not only grants a tangible bonus to spellcasting but also reflects the character's dedication and expertise in magical ceremonies. However, it should be noted that performing rituals requires additional time and space, adding a strategic element to the decision-making process. Mana acts as the lifeblood of magic in this system, serving as a finite resource that fuels spellcasting. Characters accumulate mana through successful spellcasting, meditation, and ritual practices. The mana pool functions as a reservoir of energy, enabling characters to cast spells and delve deeper into their magical potential. Managing mana resources becomes a critical consideration for characters, as it affects their ability to perform magic effectively and sustain their spellcasting endeavors. In addition to the structured spells provided, the system encourages creativity and personalization. Characters have the freedom to create their own spells, allowing for a wide range of magical possibilities limited only by their imagination and the Gates they have proficiency in. This feature empowers players to shape their character's magical identity and explore unique avenues of spellcasting, fostering a sense of individuality and agency within the game world. Overall, this alternate magic system offers a flexible and engaging approach to magic in the GURPS role-playing game, providing players with a rich and customizable magical experience. By incorporating Magery, Gates, ritual skills, mana mechanics, and spell creation, this system encourages strategic decision-making, rewards character progression, and fosters a dynamic and immersive magical realm within the game world. Here is a brief overview of the game elements: Magery: Each level of Magery incurs a cost of +10 points. Gates: Each level of a Gate also costs +10 points and is subject to the limitations imposed by the character's Magery level. Gate Levels and Spell Enhancements: Each level attained in a Gate provides a +1 bonus to any spell falling under it. These spells require exceptional mental skills to cast successfully. Casting Unknown Spells: It is possible to cast spells even if they are not known at default IQ-4. However, the bonuses granted by the corresponding Gate still apply in such cases. Ritual Skill: The ritual skill can be employed to enhance the casting of any spell. The degree of success achieved in the ritual skill translates into a corresponding bonus. It is important to note that employing rituals requires additional space and time. Mana and Spellcasting: Characters possess a reservoir of mana, which serves as a vital source of energy for spellcasting. The amount of mana required to cast a spell is contingent upon the spell's difficulty as determined by the game master. Successful spellcasting replenishes the character's mana pool, allowing for the casting of future spells. Additionally, engaging in rituals and meditation can generate additional mana, provided sufficient time is available. Spell Creation and Improvisation: Characters have the ability to create their own spells and even spontaneously conceive them if they align with a Gate they possess proficiency in. Overview of Magical Gates and Spells: Presented below is a concise summary of the magical Gates along with a selection of associated spells: https://shellcrash.com/gurps.txt |
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#2 | ||||||||
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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You're also claiming a lot of things for this system without any description of the mechanics that make them happen. It's all "fluff" without any underlying "crunch." Quote:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 | |
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Join Date: Jan 2022
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To answer another one of your questions, I do have GURPS Thaumatology & I love it. As for Magery it allows for buying higher levels of the Gates. The system obviously needs some play testing and reworking. For example when casting a spell you have for a certain gate, you will need modifiers for large groups of people, long distances, and extremely powerful magic or magic that rewrites the rules of physics. You can also cast spells on the fly if you have points in the Gate, but this is another penalty. One of my favorite rule ideas is to generate more mana when you cast a successful spell. Originally I was calling it karma, but it doesn't really matter. If anyone wants to work on this with me maybe let me know. I realized that my post doesn't offer a quick overview of the magic system. The names of the 12 Gates are: 01. Gate of Prediction 02. Gate of Feeling 03. Gate of Production 04. Gate of Influence 05. Gate of Penetration 06. Gate of Control 07. Gate of Restoration 08. Gate of Vanishing 09. Gate of Travel 10. Gate of Transformation 11. Gate of Destruction 12. Gate of Revelation Last edited by Street; 07-12-2023 at 10:28 PM. |
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#4 |
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Join Date: Aug 2007
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Do not take "fluff" as a pejorative. It is common slang around this forum and similar places and only identifies text as "not explicit game rules". It can also be known as "flavor text".
Fluff's opposite is "crunch". People sometimes look mostly for "crunch" in posts because the "fluff" can be whatever you want it to be and commenting on it would be in an area of literary (or even grammatical) criticism.
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Fred Brackin |
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#5 | |
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Join Date: Jan 2022
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#6 |
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Join Date: Aug 2014
Location: Snoopy's basement
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What is missing, even from the full article, as far as I can tell, is a description of what might be called 'resolution mechanics'. This would be a description, in rules terms, of what actions a magic user takes to initiate a spell, how long it takes to implement, how success or failure is determined, etc.
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#7 |
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Join Date: Jan 2015
Location: Madrid, Spain
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I like the fluff in your post. I really love it. In fact I think that "more fluff is needed" in many articles/supplements in Gurps.
However I agree with Donny Brook. I see you have put a lot of work and love in your project but I feel missing more "resolution mechanics" and more descriptions in "rule terms". Good job.
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"Imagination is more important than knowledge" Albert Einstein |
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#8 |
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Join Date: Sep 2007
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Having the flavor is great. Always good to know what the concept is to guide mechanical choices and to get the feel right.
But nothing but fluff doesn't much lend itself to discussion. It can't be wrong, after all, though you might get a "we played a game kinda like that once and X didn't work out." You could get a "I don't see how you could implement that", but GURPS is pretty flexible. There's not a lot that you just plain can't do, if sufficiently determined. So, most of the debate is over crunch -- not because that's all anyone cares about, but because it's what we have in common and can discuss. From the mechanics that are mentioned in the OP, it seems pretty straightfoward. Gates are Aspected Magery, capped by (global) Magery. The OP doesn't quite say that each spell is its own skill, but that's the implication I get. IQ-based skills, of course. It's very similar to Ritual Magic (Thaumatology 72). My biggest mechanical question is just the ritual skill. It sounds like a successful Ritual roll gives a bonus -- MoS? -- to the spellcasting skill check. But that needs two die rolls, so it's a bit slower in play. You could reduce it to a single roll by having Ritual skill provide a fixed bonus to the spell skill -- or just by being the primary spellcasting skill. To have each spell have its own independent skill level, improved separately from others (and costing a lot of points to be a widely skilled mage), they might be Techniques of the Ritual Magic skill. (Just like the Ritual Magic system in Thaumatology.) Possibly, though, spells are meant to not require a ritual, and can be cast without one. The Ritual skill then becomes an extra casting time (and space and perhaps cost) bonus to the spell skill, although a variable one. If magic is meant to be chaotic or unreliable, the randomness might help reflect that concept. Given the identification of Gates with various signs, angels, sepirot, etc, the Decanic Correspondences modifiers from Hermetic Astrology (Thaumatology 248) might be of interest. The other modifiers (traditional materials, names, contagion, sacrifice, etc) might get a bit OP, as they'll essentially add directly to the MoS of the Ritual Roll, and thus to the final spell skill roll. All those potential bonuses means a simple success on the spell skill roll isn't going to be hard to achieve, and most failures will be critical failures. If spell failure is meant to occur with any frequency (spells don't have to fail, after all) then the system will probably need to make skills/Techniques harder so that their base values start lower, demanding players to make more use of the correspondences and rituals. (Thaumatology's Ritual Magic uses the prereq counts in GURPS Magic as a penalty, so that rule soaks a lot of bonuses.) |
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#9 |
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Join Date: Sep 2019
Location: UK
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I'm not sure about any of the following.
Is this a description/advertising pitch rather than being meant to be the actual playable rules? Like Donny Brook said, it seems to have very little of the information that would allow actually using it, so that would make more sense. For instance, taking a random example, "Transformed Performances: Enhances artistic or public performances by embodying different personas or emotions with ease" presumably gives some kind of bonus to Performance skill and similar, but it doesn't say how much of a bonus and how much mana it costs. Is it meant to use the Ritual Path Magic rules? Buying levels in different paths with levels in each path capped by the Magery level sounds like RPM (although RPM uses skills for that, rather than advantages), and so does the ability to cast spells you don't know at default, and the possibility of improvising new spells. The symmetrical Zodiac structure is awesome and really gives a leg up to worldbuilding - the standard GURPS spell categories work well but they don't have much in the way of internal logic, beyond the set of colleges for the four elements. The "prayers" are good extra flavour, but they're noticeably modern language and "real soon" sounds downright slangy - is this meant to be for a modern setting? (I can see it in connection with magical girls, somehow, but maybe it's just the mention of planets that put that into my head :-D ) The spells all seem to be deniable effects, things that a bystander couldn't prove were magic? That might be useful for a "secret magic" setting (that is, one where it's not generally known that magic exists).
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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#10 |
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Join Date: Jan 2022
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I've been playing with some of the ideas you have shared
in the thread. You guys seem to get the idea for the rules I have been playing with. What I've done hear is is create an example of a wizard using The Gate of Prediction which covers Wisdom & ESP. The Wizard has Magery 3, and Prediction 4. He also has the spell Eureka's Whispers at level 12. If you look at the table below, Eureka's Whispers is a level 3 Prediction spell. This would mean it is covered by Magery 3. The Prediction 4 would give a bonus of +1 to the spell. Because it is one level above the spell which is level 3. If Prediction was 2, the mage would be at a penalty. So next we need to check for penalties such as large groups, distance, or physics braking.Lets say none of those are here. The mage rolls against 13, and succeeds.The spell would require some mana for it to work, and if they are successful they would get some mana back from the operation. The mage could also create their own spell that would work as a skill, the level of which would be up to the game master. The mage can also cast a spell they don't know at IQ-4, as long as it is within their Magery level. Here is an example spell list for The Gate of Prediction: ***** Foresight's Revelation: Bestowing a temporary, all-encompassing vision of an upcoming event or critical decision to the practitioner. ***** Future's Embrace: Receiving detailed visions of significant future occurrences. ***** Serendipitous Insight: Gaining sudden bursts of inspiration that lead to groundbreaking inventions or discoveries. ***** Insightful Mentor: Summoning a spectral advisor who imparts invaluable wisdom during critical moments. ***** Divination Tokens: Crafting small tokens imbued with predictive energies, guiding users to make advantageous choices. ***** Foresight Elixir: Crafting a potion that grants temporary glimpses of future events, aiding in strategic decision-making. **** Timeless Foresight: Perceiving glimpses of potential future events and their consequences. **** Omniscient Gaze: Briefly attaining knowledge of all events occurring in a specific area. **** Oracle's Insight: Channeling inner wisdom to provide accurate answers to specific questions. **** Hindsight's Whisper: When faced with a decision, the practitioner experiences a fleeting vision of a possible outcome, guiding them towards better choices. **** Problem Solver's Intuition: Gains sudden insights and solutions to complex problems, guiding the practitioner to overcome problems. *** Cosmic Whispers: Sensing cosmic vibrations to decipher cryptic messages from celestial bodies, revealing glimpses of future events. *** Eureka's Whispers: Receiving flashes of insight and ideas that aid in decision-making. *** Clairvoyant Hunch: Receiving strong gut feelings that guide the practitioner in making the right decisions. *** Library of Dreams: Constructs a metaphysical library within the practitioner's mind, providing access to vast amounts of knowledge during moments of contemplation. *** Memory Maze: Constructing a mental labyrinth that helps the practitioner navigate forgotten memories and retrieve hidden knowledge. *** Memory Echo: Placing a gentle touch on an object or person, the practitioner briefly glimpses relevant information from its past. ** Intuition Infusion: Enhances the practitioner's intuition, leading to accurate and insightful judgments in various situations. ** Intuitive Guidance: Provides the recipient with subtle nudges of intuition, guiding them towards making beneficial decisions. ** Whispering Visions: While asleep, receives cryptic messages through dreams that offer hints about upcoming events or challenges. ** Past Echoes: Recalls forgotten memories or information crucial to the current situation, aiding in decision-making. ** Subliminal Intuition: Planting subtle, prophetic messages in the subconscious minds of individuals, guiding their decisions unknowingly. * Prophetic Riddles: Speaking enigmatic riddles that hold the key to unlocking profound mysteries or solving complex problems. * Serendipity's Grasp: Seems to stumble upon books, articles, or conversations that provide relevant insights when seeking knowledge. * Cryptic Quill: Writing messages that seem like ordinary poetry but hold hidden truths and predictions known only to the intended recipient. * Fortuitous Guidance: Find small, inconspicuous signs or symbols that direct the practitioner towards helpful information or opportunities. * Divination Trance: Entering a meditative state to gain clearer visions and insights into upcoming events. If any of you guys are interested in working on this with me I am very serious about creating a game book for GURPS, even if the whole thing is just an unofficial pdf. Or if you want to rework all the rules later. Last edited by Street; 07-14-2023 at 04:08 AM. |
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| Tags |
| mage the ascension, magic, magic books, thaumatolgy, thaumaturgy |
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