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Posted by4 years ago

GURPS Magic vs GURPS Thaumaturgy.

I have been reading the descriptions of these two books and am wondering how much overlap there is between them. GURPS Magic claims to have an expansion of the magic system from the basic set, rules for alchemy, as well as a freeform magic system. Thaumaturgy also says its has a reworking of the base magic system, a rule set for alchemy/runes, a freeform magic system, and magic as powers. Is there overlap between the two? For instance are those alchemy rules the same in both books? If not which one is generally considered better?. I have seen a lot of love for the Ritual Path Magic from GURPS Thaumaturgy, is that different than the freeform system from GURPS Magic?

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· 4 yr. ago

I think you mean GURPS Thaumatology, not GURPS Thaumaturgy, so I'll answer assuming that's what you mean.

GURPS Magic expands the basic magic system that comes in the Basic Set. If you like that magic system and want a more fleshed out version, GURPS Magic is the book for you. In particular, it has a ton of spells.

GURPS Thaumatology is really a book about tweaking the magic system or building your own. It has a whole bunch of rule tweaks for how to make that basic magic system feel different, a few completely different magic systems and a bunch of stuff about how to think about magic systems and their impact on your game.

Weirdly enough, Ritual Path Magic is in neither book. It was invented after Thaumatology came out for the GURPS: Monster Hunters campaign book, and later expanded into its own book, confusingly named "GURPS Thaumatology: Ritual Path Magic".

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Oh yeah that is confusing, thanks. When you say Thaumatology has a few completely different systems, are they fully worked out systems or more like quick examples? If I bought Thaumatology would there be any system there which I could use straight away or is it more of a design instruction type book?

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Magic in the Basic set the is very basics. The Magic book expands the spells and adds some options. Thaumaturgy adds even more options. Thaumaturgy is basically Martial Arts for Magic. Like everything in GURPS, it's all optional and all interchangeable.

Thaumaturgy adds a few completely alternate systems for spellcasting, including Ritual Path Magic, Threshold Limited, and some others. I don't have the books with me at the moment, so I can't actually compare, but yes, RPM I believe a more refined of the freeform system. I've never used it personally, but I'm also pretty sure that the Mana/FP usage is different in RPM.

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It should be noted that the expanded spell list in Magic are the same spells you use with alternate systems (besides freeform like syntactic)

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OK, seems like Thaumatology is more like what I am looking for, thanks.

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GURPS Magic is mostly just a long list of spells (800+), an expansion of Chapter 5 from the Basic Set. It then has a single chapter (11 pages) on ideas for alternative magic systems.

GURPS Thaumatology fleshes that chapter out into a full book, basically a toolkit for designing magic systems.

RPM is a worked example of a magic system based on ideas in Thaumatology in the same way that GURPS Psionic Powers is a worked example of the ideas from GURPS Powers. It's a separate book, though technically you could rebuild it yourself from Thaumatology.

Which magic system to use (and thus which book to buy) depends on what you want the campaign to look like. The regular magic system limits mages by which spells they know and the amount of fatigue they can spend per encounter. The rituals in RPM are very flexible but slow so usually depend on pre-cast charms in encounters, giving it more of a vancian/D&D feeling. In addition, the regular magic system is very well defined so the GM can usually just trust the players to go ahead and use it, but RPM being flexible requires a lot more rulings from the GM.

I personally prefer a variation of Sorcery, because it meshes well with other power systems rather than being a separate mechanic.

If you're relatively new to GURPS, or if your group has a background in D&D, I'd recommend you get GURPS Magic. The list of spells will be familiar to people used to the Player's Handbook, even if the mechanics are different, the regular magic system has been playtested the longest, and requires the least GM moderation.

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level 2

Interesting, thanks. Could you tell me more about Sorcery? It says you can build spells as advantages, how does that work? How customizable are those spells?

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An important thing no one has mentioned - Thaumatology has only a few new spells in it.

So if you just buy Thaumatology, you're only going to be able to use the spells listed in Characters.

Magic is a huge list of spells.

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level 1

IIRC, Thaumatology gives completely different magical systems with little overlap with the base Magic system.

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OK, how does it differ from the one from the GURPS Magic Rule system. I've heard the Thaumaturgy one is based on rituals with long crafting times, what is the system from the GURPS Magic book like?

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So last month I watched Chris Normand’s YouTube video on why gurps isn’t complex. I had always seen gurps but I never looked into because everyone says it’s too hard. When I looked into the system I realized it looked like something I’d really like, so I bought the basic set. For the last several weeks, ive been studying the books, and I felt pretty comfortable so me and a friend sat down to play a one shot.

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Goddamn, it’s really like everyone dances around attacking and defending, then they are murdered in a single attack. I love it. My player has a lot of fighting experience, and he figured out pretty quickly how effective it is to attack the groin. Most of his kills were him brutalizing testicles. There was one area where he fought a soldier with a halbert, and two archers. He immediately ran up to the soldier and chinched up with him, and stated kneeing his groin. Then the archers messed up their shot because they were sharing a hex and shot their own guy. One of the arrows rolled 11 on the hit location and shot an arrow into the guys groin. Poor guy couldn’t catch a break.

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Posted by6 days ago

Each week I try and post an update of what’s going on at Gaming Ballistic. What went well, what needs more attention, and an eye on upcoming releases plus company health.

Two weeks, deliberately this time. Lots of work. Surveys coming in, starting to pivot to stragglers. Hope to delivery the initial PDFs of the OSE Solos to backers come Monday. Starting to commission art for the next projects.


https://i.redd.it/1851idtxpmp91.jpg
  • All three of the Nightmare Fuel mansucripts are in hand. Garden of Evil has a non-edited playtest layout already. The Bugstiary is getting that today. Serpents of Evil is a bit more ambitious in what it’s presenting, and the initial manuscript format doesn’t work with the planned page count. That one is chock full of good stuff, but needs refinement in presentation and organization

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  • Alvin Helms just launched a new 'zine on Kickstarter for more support for The Fantasy Trip. It's called GATE, and if the KS page is any indication, the graphic design and production values are going to be quite high. I'm in for print and PDF myself. Go back it.


https://i.redd.it/vb3ftxlvpmp91.jpg

To help with ongoing funding of art and speed eventual time to delivery, Gaming Ballistic started a Patreon in January 2021. Here’s the weekly update on Patreon status.

  • Membership status: 63 patrons and $463 per month.

  • Special Content in September: The initial preview of Vampire Hunter Belladonna was uploaded Aug 31, but it’s real close to September. A near-final version of VHB followed soon after. Shields Up and initial playtest files of Garden of Evil made available. All four hyperlinked OSE solos. It’s been a very good month for output so far!

August saw a slight reduction in members and funds. We picked up another supporter, but really we’re fluctuating around 60-65 people.

Gaming Ballistic in Media
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Currently Manufacturing/Fulfilling/Shipping

Projects where hardcopies and PDFs are going out or scheduled to do so.

  • Comp copies got updated for all recent products in early September. That finally got done.

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Crowdfunding and Product Launches


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Old-School Solo Adventures

Pre-orders are now open for the OSE Solos.

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The full Product Catalog finally got updated on Sept 3 for fall! I took the opportunity to normalize prices for my entire product line. PDFs in general went up by a dollar or two; most print books stayed the same, a few actually came down in price. But with a few exceptions, at least all my stuff is now on the same pricing curve.

Serpents of Legend. Formerly “Bestiary Project 1,” this is partially just a book of cool snake-themed monsters written by Marko Vujnovic (the Chaotic GM). But it also contains some serious serpent-related cosmology for Nordlond, and a really nifty section on snake cults. I have a completed ready-for-editing manuscript on this book, and hopefully will be able to read it (and pay the author) this weekend. This one is on schedule, and part of the Nightmare Fuel campaign. This book is likely 36 pages at this point; growth to 40–48 would not be crazy-talk.

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14
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11
Posted by12 hours ago

For those familiar with the GURPS Infinite Worlds campaign setting, they probably know that there are basically no futuristic or FTL-containing worlds.

I have to admit, it always bugged me that there were NO worlds with FTL or super futuristic tech. A while ago however I found this link (warning: its an old HTTP link) by Kenneth Hite, the author of GURPS Infinite Worlds, where he describes how the Infinity Patrol may itself be manipulated by future times and/or timelines.

The two mentioned in particular are the the Coleopteran Travelers, which are a clear reference to the Great Race of Yith, and the Promelleans, which are some sort of futuristic time-travelling-nanomachine beings that transport beings through time.

Perhaps this could justify why the Infinity Patrol or Centrum have never found scifi worlds, as the futuristic interdimensional aliens are restricting access to them. You would have to imagine advanced timelines would usually discover interdimensional travel at some point, and may regulate or prohibit visits. Likewise, they may meddle in the affairs of the Infinity Patrol and Centrum for the same reason they meddle in the affairs of other timelines.

Have any of you ever incorporated these into your games? I found this pretty fascinating!

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Posted by2 days ago

I have been reading through the various Advantages in GURPS 4e but would like some assistance/handholding in modeling the following sci-fi premise in GURPS:


The main characters are a team of mercenary heroes set in the near future world, who have the usual combat/adventuring skills. In addition, when they choose, they can control a mechadroid-like armour suit, reminiscent of the Battletech suits (I think I have the name of the TV series right), or those giant mechanical armour suits seen in The Matrix movies (defending New Zion on the real world, not the simulated Matrix world), or those armour suits the humans used in Avatar (the James Cameron movie).


However, the armour suits are not controlled by hand/foot controls but by surgically implanted neural interface, a mesh of electrodes implanted into the brain of the human pilot. Thus the suits can be remote controlled with or without the pilot inside. The suits have remote cameras and other sensors, and can act as a remote drone directly linked to the pilot's brain, much the way a D&D familiar might be linked to its magic-user master. To the pilot, it is as if they have transferred their consciousness to the suit (although their human body can still do simple tasks like walking down the road), and the pilots generally regard the mechadroid suit as their second body. They can flip back and forth between their human body and remote droid body at will, and the droid can do simple automated tasks even when the human is not directly remote-piloting them. (There is a bonus to accuracy/skill if the human is inside the suit as there are fewer distractions and there is less reaction delay as the human is directly wired to the suit.) There is a limit to how far the suit can travel away from its human pilot.


I'm toying with the idea that the suits can unfold themselves and fold themselves around the pilot. I envision one scene where the human pilot is running away from bad guys with guns toward a cliff, and the bad guys, seeing that there is nowhere to go but down, open fire to force him off the cliff. The pilot jumps off the cliff. The next moment, while in mid-air, the mechadroid suit, which had been clambering up the cliff from below out-of-sight, jumps up and forms itself around the pilot, so that the pilot suddenly becomes a mechanical giant, lands back on the top of the cliff, and starts kicking the bad guys' asses.


In addition, the particular armour suits in question have a third ability of being able to transform into ordinary-looking vehicles a-la-Transformers (the Hasbro toys/movie), mostly cars but some aircraft as well. The team of mercenary heroes use these to avoid detection and conduct surveillance, so that, for example, the human pilot might be in a bar talking to a witness who needs protection, and then suddenly the pilot tells the witness that there is a black sedan with two gunmen heading this way (the pilot was using the mechadroid in car form to patrol the surrounding streets), and then the two humans run out the back where the driverless car is pulling up to help them escape.


Okay, so that is the premise. The question is, how best to model this? What is the cheapest amount of CharPts needed for this? I browsed various GURPS forums that mentioned Mindlink, Allies, ... ? Telesend was mentioned but I don't find this specific Advantage under GCS. Alternate body/multiple body?


Any assistance with this would be appreciated.

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The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific.
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Created Sep 4, 2010