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#1 |
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Join Date: Jul 2009
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Sorry if this has been asked, but are there any plans for more Paths or Books like in Thaumatology? Like a PDF or something?
Also, has anyone made some of there won? |
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#2 |
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Join Date: Jan 2007
Location: Your imagination
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If there's no plans for it, it's make a nice addition to the upcoming Thaumatology edition of Pyramid.
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#3 |
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Join Date: Sep 2004
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Well, I would like to see a 4e update of GURPS Voodoo: The Shadow War.
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#4 |
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Join Date: Feb 2007
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More rituals for path and book magic would be extremely useful. At the very least, it would be nice to have more extensive advice on converting spells from GURPS Magic to path/book spells.
Regular mages have loads of spells to choose from. Path/book mages, not so much.
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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) |
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#5 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
I was under the impression that GURPS Spirits expanded on Voodoo's magic system, and Thaumatology expanded on GURPS Spirits, giving us the best magic system for Voodoo to date. Plus you can grab the Cabal-style modifiers for those wicked hermetic types, and then all you need is In-Betweeners, who we can stat up ourselves (or wait for Horror, which I'm sure will be rife with ideas) |
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#6 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I think LW23 was talking about converting the setting, since (as you point out) all the paths have been converted already.
While I agree that it's a great setting, two things. (A) Aside from converting over an in-betweener template or two, you can run that setting as-is with a copy of the original book and GURPS Thaumatology. So really, no conversion needed. (B) Let's not derail this thread with talk of settings. Keep it to the topic of new Paths/Books. As for the OP's question, I'd say that a new Path or a few new Books would make a perfect Pyramid article. For a more ambitious writer, a collection of related Paths or Books would make a nice 16-page PDF on e23. Back out the cover, TOC, intro, and index, and that's maybe a 1,500-word chapter of flavor and a 8,000- to 8,250-word chapter of new Path/Book goodness. Anyone picking up on my subtle hints, here? :)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#7 |
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Join Date: Oct 2007
Location: Vermont
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I'd be very interested in a supplement containing more path/book rituals. Or, perhaps even better, some designer notes that would help me create my own balanced and consistent rituals.
Ideally, both.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#8 |
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Banned
Join Date: Oct 2007
Location: Europe
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GURPS Voodoo was nice, in a high-powered rules-respecting sort of way, but I'd prefer to see a more generic fully worked treatment in the style of GURPS spirits, e.g. taking the Path-and-Book magic system and making an actual ready-to-play magic system with it, with a much less dungeon-oriented and less world-disrespecting feel than the GURPS Magic magic system had.
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#9 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Start from scratch, and create an entirely new set of spells, in the style of GURPS Spirits. GURPS Spirits' spells are a good place to start, but there are too few of them. GURPS Magic basically has the kinds of spells you'd want for a GURPS Dungeon Fantasy campaign. What I'd love to see is a set of spells that are suitable for a GURPS Fantasy camapign. Suitable for a very non-D&D campaign. |
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#10 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
(No, it wouldn't automatically become non-generic. A coherent collection of spells can be generic without being D&D-shaped.) |
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