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?
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".
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?
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.
It should be noted that the expanded spell list in Magic are the same spells you use with alternate systems (besides freeform like syntactic)
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.
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?
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.
IIRC, Thaumatology gives completely different magical systems with little overlap with the base Magic system.
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?
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.
I sold the game to my friend by saying it’s got a way more realistic and detailed tactical combat than dnd5e(what we usually play). My and my friend both follow combat sports and kickboxed for a long time, so we were excited for hit locations and grappling rules.
We were running a tl4 kinda game. Loosely based on Skyrim. We’re doing a hack and slash dungeoning focus, so most of the gameplay was fighting bandits and such with melee and a few archers. The whole thing went pretty well, combat rules were pretty easy to follow. I dived right into the tactical combat with the hex-grid and did the whole thing. I had the modifier charts and hit location info all pulled up. Used all the critical tables.
The combat was deadly as fuck.
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.
Overall I had a great time. Can’t wait to play more of this game. The only rules I had trouble with are the ones about injury and stuns. I’ll read more and be back better
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.
All four of the solos are laid out, hyperlinked, and in final proofing and fight-test. Feeling good about getting these to backers by the end of the weekend.
Shield’s Up got one new rule, and art commissioning has started. I’ve decided for various reasons to go straight to retail with this one. As soon as the art is done, I’ll put it up for sale. I may actually fire up “pre-orders” on my Shopify Store so I can get a feel for how large the initial print run needs to be.
The landing page for the DFRPG Bestiary Kickstarter is live: Nightmare Fuel.
I’ll be doing the campaign on Backerkit Crowdfunding this time.
I launched a Backerkit Launch email and got some good sign-ups/leads. This project will probably need about 450-500 folks backing to fund. These campaigns always do better funding the first day. If you are interested in more monsters, please sign up!
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
Some of the art commissions on Shields Up, the Bugstiary, and Garden of Evil have been let out, with advances paid and work underway.
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.
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.
No new media this last week…been very head-down.
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.
Starting to gather all the materials needed to ship the OSE Kickstarter project...probably mid-October!
Pre-orders are now open for the OSE Solos.
Survey progress is going well, with 94% completion
Picked up another retail order from a brick-and-mortar store!
Only 48 people have yet to complete surveys; of those, 21 “really matter” because they’re physical orders and I must have addresses to deal with them. The other 27 don’t even have a balance so they can be manually completed at the end (though I’d rather folks do their surveys on their own). Functionally we’re at about 97% complete.
I took delivery of the US-Hub Rules Tome books! Exalted Funeral did a fantastic job printing these, and I did a good job estimating the weight of the book. They were, however, packed loosely in 70-lb boxes…which saves money on shipping but the UPS guy was ticked.
This will be my first ever formal use of Backerkit Crowdfunding, though I did a semi-successful attempt at this with Tower of the Moon. It’s staged from Oct 13 to Nov 6.
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.
The “Bugstiary.” Work targeted at a draft mid-Sept. This one is looking at 36 pages, and much more of a strict bestiary book of cool bug-and-insect themed monsters. Part of Nightmare Fuel. Cole Jenkins is the author.
Garden of Evil. A last-minute addition to the Nightmare Fuel lineup, this is probably 20 pages. Contract signed (as I type this, actually) and Chares Seager is the author here. Manuscript already in-hand; need to look at this one this weekend as well.
Shields Up! Post-playtest updates made, and layout is complete including some final art, and some temporary images. I will probably offer this up as a flat-out add-on during the Nightmare Fuel campaign, in order to get an initial print run sized. This needs to go into art development next week.
Writing and content creation for announced projects. Some of this may be cryptic.
I currently have eight books in active development, to be released in two waves. Four are part of OSE, another four are DFRPG. I suspect that will run me right up to the end of the year, though I could also see another project slipping in for December…but that’s not a great crowdfunding time. I suspect what I’m looking at here is that the DFRPG Nightmare Fuel project will be my focus for fulfillment through the end of the year, and “spare” time will be head-down in content creation, including several long-delayed projects!
Let Us Rejoice! is a systemless exploration of festivals and gatherings as great ways to make a world come alive. Uses and collects the Nordlond material that is scattered over several books as examples, but also goes further than that. This will be GB’s first systemless release. This one is definitely moving into 2023. That’s not a problem as such; having a robust “what’s coming next” is good.
Delvers to Grow Companion. Some new professions. A whole bunch of new disad packages. Epic Upgrades. Everyman Adventurer modules. Who knows what else will strike me? I know what I want to do with this one, and shall get writing as soon as this OSE project is finished.
Gear Catalog 1? There’s a good start at what is probably a nice 32-page book, maybe a bit more. Also DFRPG. I’ve talked with a potential author on this one and we need to work out a few things, but not in a bad way.
Inns and Taverns, by Marshall LaPira. Systemless. Still postponed indefinitely. A good time for this would either be along with Let Us Rejoice (in a few months) or real close to the end of the year.
Two Warring Houses, by Douglas Cole. Systemless. On hold.
Infinite Archipelago is going to be my new framework for settings that should cross over systems. I have plans for TFT/OSE version of Nordlond, plus more, that GMs will be able to pick and choose and place what’s there. It implies sea travel in many ways, so there are ideas around that. Looking forward to this as a building block for 2023.
Secret TFT Setting by David Pulver. Chatted with David about plans for this, and there’s a hole in his schedule at the end of the year. Chatted more, and liking how it works.
Secret Nordlond-ish Setting by [CENSORED].
OSE Conversions of Character Collections. I don’t see why not. Monsters, ready-to-go PCs/NPCs with just enough background to make ‘em interesting. Some art for visualization. I may work on this together with two other CC volumes I’d like to make, so they hit as a six-book bundle.
Mission X: It’s time to get working on this. I’d anticipate late 2023 or early 2024 as it’s a big project.
The two settings are part of a grand plan you’ll be seeing more of next year.
I note that for new authors, Delvers to Grow and Bestiary entries are fantastic ways to get into the game, as such projects lend themselves very well to focused writing and fast turn-around. The new concept that I’m shopping around to my circle of authors and contributors will be another entry…but the nature of the concepts requires a firm hand on the wheel for gamer utility. Some of my early discussions with authors are fluctuating between “oh, I get it, that’s cool” and “…but surely those restrictions don’t apply to my cool idea!” Yes, they do.
Bits of news and items that put a monkey in the wrench.
I still feel a bit behind on things, but I’m catching up a bit. I wanted to be farther ahead with the OSE solos, but I caught up by a few days.
Art is expensive. Color art more so. Even then: worth it.
Haven’t received nearly as much feedback on the OSE solos as I hoped I would from the playtester pool. I’ll have to rethink this.
The Serpents of Legend initial mansucript came in as a bit of a shock, which started to fade once I realized why it was looking like double the projected page count. Strictly a matter of repetition, done for good reasons, but not space efficient. So…that one will take a week or so to rework.
Information about things that move GB forward.
Bouncing back and forth between Nightmare Fuel and OSE work has been good for my mental health.
I invited some backers from the OSE project who also were some of my earliest supporters to playtest the books. I have gotten proofreading feedback on several books from one tester, and extensive reports with multiple play-throughs from another.
I worked hard on a cover design for Shield’s Up, then decided that what I wound up with looked way too much like my Dragon Heresy cover, then went back to the drawing board…and now I’m pretty darn happy with the results.
By day’s end, both Garden of Evil and the Bugstiary are likely to be in PDF format suitable for fight-testing and layout/art decisions. That doesn’t mean there’s no editing to be done. There’s plenty of it. But the most important factors in the books’ utility can be summed up with two concepts: appropriate stats and broad inspiration. What I’m reading in both books will fire imaginations. Now we need to fight test the monsters and adjust to appropriate challenge levels from 62 to 250+ points.
Had a really good conversation with Alain Dawson on diverse matters.
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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