The purpose of GURPS Thaumatology is to offer solutions. Often, RPGs are accused of tying up magic in strict rules, losing its truly fantastical, magical essence. GURPS Thaumatology contains the best 3rd Edition magic variants and adds many all-new options. The full extent of each of these chapters can be seen in the . “Thaumatology was originally the description and discussion of the miraculous, but some modern stories and games (including GURPS) use the term for the.
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Dec 04, Scott wachter rated it liked it Shelves: For instance, Traveller was originally meant as a generic SFRPG, before it started generating a setting that pretty well took over the line in later iterations. Most notably, a severely range-limited hyperspace FTL system keeps it from feeling like, s A common problem with generic role-playing systems is that they often have non -generic answers to important questions. Just doing that provides a lot of food for thought, with a vast array of options.
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Of course, how FTL drives work thaumagology really have any real influence on game mechanics the way the intensely personal nature of spellcasting does.
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This book lets you take a deep look at Qabbala or Hermetic Astrology or Taoist bagua and hexagrams without having a guru try to tell you that theirs is the one true path and all others are false. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!
In this case, the chapter is about the nature of a campaign dealing with magic, and magic’s place in society and the like, instead of general thoughts of how magic works. This mighty tome includes:. Want to Read saving…. So the answer is “it depends on the sort of magic you want in your game”.
Magical Advantage The last ‘crunchy’ chapter points out that many of the advantages presented in Basic Set could easily have a magical origin. This book is not yet featured on Listopia. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. It’s mentioned that mages can potentially leave some normal parameters like duration undefined, and let his margin of success determine it.
It’s an absolutely awesome “magic-system construction guide” – and well worth the money to any GM wishing to dabble in that sort of thing.
There’s good advice on supernatural furps bound demons, spirit familiars, etc. Second, ‘Realms and Power’ focuses on how much a mage can do with any particular realm as defined by leveled advantages one side box also discusses the possibility of recasting this entire idea as a power structure from GURPS Powerswhich would be mechanically much more complex to work out, but would tighten up the mechanics and definitions—which is great for consistency, and horrible for letting the GM insert plot-appropriate easing and tightening of restrictions.
Thaumatology is not a book you should be referring to in the middle of the game. Jeff rated it it was amazing Feb 02, Thaumatology is not This is not a gaming source book.
Want to Read Currently Reading Read. In all cases, the options get the usual GURPS thoughtful look thaumatplogy, complete with the likely effects on the game.
At the end of the book, Thaumatology returns to the discussion of magic instead of magic systems it began with. Rob Schillinger rated it really liked it May 23, If you don’t play GURPSbut want to tinker around with a different magic system, this isn’t as good at cross-system inspiration as some other GURPS supplements, but it does have a lot to say, and there’s very little out there that addresses the the question at all.
You’re very unlikely to be using the whole of the book in one campaign, any more than you’d be using all of Fantasy or Space Some of its advice is relevant to games with Magic -style spellcasting, other bits aren’t. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. It proposes giving skill modifiers for various astrological or symbolic concerns, possibly being used to overcome a flat overall penalty or they may be needed to be able to cast at all!
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Variations on a Theme Thaumatology starts out with a chapter on how magic works in general magic as art vs as engineering, Law of Contagion, etc.
Cal Godot rated it it was amazing Apr 07, Sean Punch black-and-white pages, softcover. Fantasy settings are defined by their magic.
An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic. Return to Book Page. It would have been best to present that advice up front, before going through two hundred pages of just that. After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. Other systems got introduced in various worldbooks during 3rd Edition, but it would take a 4th Edition book to really look at the problem.
Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. Oct 09, Dustin rated it liked it Shelves: After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set.
There’s discussion of changing around the spell lists including one thorough worked exampleand prerequisites, and even a look at what types of shapeshifting fit with different background cultures. Then “Mandatory and Significant Modifiers”, are more of a tool kit again.
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