GURPS THAUMATOLOGY PDF
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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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 gurpz stuff of raw magic. It’s a meta-gaming source book.
GURPS Thaumatology by Phil Masters
Alchemical Baroque — A world that mixes musketry with magic, and sets it all against an almost-familiar historical backdrop if you ignore the fairies and talking cats. Some more serious alternatives are looked at with the idea of age granting power to items after all, all the most powerful items in fiction are immeasurably old Thaumatology is not a book you should be referring to in the middle of the game.
To that end, there’s also options as to whether certain effects take more energy or more skill to pull off, and lots of advice and tables for modifiers, depending on which way the GM goes.
In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. Other systems got introduced in various worldbooks during 3rd Thaumatloogy, but it would take a 4th Edition book to really look at the problem. Then about seven pages are given to alchemy, including thoughts on allowing characters to come gutps with new concoctions, or even treating it as a gadgeteer advantage.
Just a moment while we sign you in to your Goodreads account. So the answer is “it depends on the sort of magic you want in your game”.
Instead, Thaumatology lets a GM write the source book on magic for their campaign world. This is still effectively a skill-based system, but it concentrates on one skill: The first is the use of symbols, or runes, which give a set of concepts to work with, which are then combined into a spell. Also covered are all of the possibilities of great deeds, regular use and the like causing an item to become magical on its own.
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. Open Preview See a Problem?
Thaumatology (skill) | GURPS Wiki | FANDOM powered by Wikia
First, ‘Verb-Noun’ magic, where every spell consists of what is being done to whom. Then comes Threshold-Limited Magic from an early issue of Pyramidwhich replaces the fatigue cost with a tally that limits casting by putting the mage at personal risk when he does too much.
Goodreads helps you keep track of books you want to read. Like all gurps rule books this is a well written take on the subject.
Brad rated it it was amazing Sep 25, The Path of the Book After this Thaumatology finally starts going further afield. 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!
Fantasy settings are defined by their magic. Thaumatology II — Guprs new arcane school for Thaumatology: Finally, there is a discussion of items with a will of their own, from gurp they are created under the normal enchantment thaummatology, to how to write them up as a character. In many ways, this is a manual on how write an RPG at least the magic part not just how run magical characters.
Apr 05, Phillip rated it really liked it. RogerBW 1 2. The chapter then finishes up with four different campaign frameworks, describing settings where the nature of magic has much to offer in terms of adventure. Return to Book Page. Read the Designer’s Notes for free on Pyramid! 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.
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.