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.
The first thaumatoloyg the use of symbols, or runes, which give a set of concepts to work with, which are then combined into a spell. KFDirector rated it liked it Dec 26, Apr 22, Christopher rated it really liked it Shelves: Anders rated it liked it Mar 18, Sign up using Email and Password.
Does GURPS Thaumatology require GURPS Magic? – Role-playing Games Stack Exchange
Rob Schillinger rated it really liked it May 23, Frank Mitchell rated it really liked it Oct 07, This one is a look at magic systems and how to best use them in your game. Sami rated it really liked it May 29, Finally, Sorcery magic as Powers just recently came out, and perhaps won’t see that much use, but so far seems to have a lot of people wanting to use it, and is based off a popular idea.
Sign up or log in Sign up using Google. Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals. If you want something like traditional dungeon-bash magic, lots of showy stuff achieved relatively quickly, you’ll want Magic ; if you want to tweak it in detail, you’ll also want Thaumatology.
Then “Mandatory and Significant Modifiers”, are more of a tool kit again. If you want subtle magic that takes a while as in the old Voodoo and Spirits booksor if you you want potentially world-altering magic like the sort of thing you’d meet in a Mage campaign, you won’t need Magic too.
The Path of the Book After this Thaumatology finally starts going further afield. Then about seven pages are given to alchemy, including thoughts on allowing characters to come up with new concoctions, or even treating it as a gadgeteer advantage. The complete bibliography is online, with links to every referenced book, movie, etc. It has a number of different systems to use, and some general talk about the ways magic can work in a world, and how this might be reflected in the game, all so a GM can have a system that feels right.
Of course, how FTL drives work doesn’t really have any real influence on game mechanics the way the intensely personal nature of spellcasting does. Other systems got introduced in various worldbooks during 3rd Edition, but it would take a 4th Edition book to really look at the problem.
A common problem with generic role-playing systems is that they often have non -generic answers to important questions.
Fantasy settings are defined by their magic. Jeffrywith1e 1, 1 8 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.
Sorcery — Another self-contained system that models magic as a power and spells as mystical advantages the sorcerer can draw upon instinctively, easily, and repeatedly!
Magical Styles — Detailed instructions for how to organize skills, spells, and abilities into unique and interesting arcane arts.
There, it got about half a page, and here it gets four, which goes much more in-depth as to how to make it work. The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention.
I’m not advocating a Church of Steve Jackson here, but it was still a fascinating if freaking slow read.
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This ranges from different tweaks to the advantage that allows spell-casting, to the possibility of basing spell casting on something other than intelligence say, willpower. The first one is the idea of using the skill-based system for clerical magic as was presented in GURPS Religionwith a few more notes added. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system.
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.
Lists with This Book. At the end of the book, Thaumatology returns to the discussion of magic instead of magic systems it began with. Most notably, a severely range-limited hyperspace FTL system keeps it from feeling like, say, Star Trekwithout going in and completely redoing that section. It’s a meta-gaming source book. Meant to act like a lot of real-world magic traditions, all ‘spellcasting’ is in the form of rituals that generally involve gathering energy, and then expending it for the particular effect.
I spent a summer taking a sabbatical from working, and decided to write myself a version of Mage the Ascension for GURPS 4th edition, using the rules from Thaumatology. Instead, Thaumatology lets a GM write the source book on magic for their campaign world. Jeff rated it really liked it Dec 29, Refresh thaumatolgy try again. Thahmatology mighty tome includes: Brad rated it it was amazing Sep 25, Want to Read Currently Reading Read.
Magic as inherent powers. Just a moment ugrps we sign you in to your Goodreads account. These are also more general spells than the standard ones, with the area of effect, duration, or number of targets being decided by the caster, which modifies the skill, energy, and time needed. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!