Another list, not this one. I think it was .. I forget now..
Just wanted to make sure.. It may have to do with other issues,
such as how come D20 was doing better in some peoples eyes, or
the Palladium issues of late, or .. not sure..
Paul, http://www.gcod.net cool.
www.missiledine.com Hum..
Sorry, it was from another list, the comment, and was just
wonder if it was valid to peoples minds..
So sounds like the complaint was unfounded, cool
Me, like to do some game world, or scenario work, but long
story.. I am okay with ideas, but loosy putting them down and
need help from local friends, but they are all D20, so . best
of luck on your worlds..
Now have to remember which list I heard the "complaint" from and
have them eat some of their words..
Mke
Address changing to Abrigon@... or Abrigon@...http://groups.yahoo.com/group/Poetry-L2/ My Poetry List
http://groups.google.com/group/adulthumor-l/ My Humor List
http://groups.yahoo.com/group/abrigon-l2 My Friends List
http://groups.yahoo.com/group/stargruntsooc Grunts
Past/Present/Future
http://groups.yahoo.com/group/abrigon-world Magic or Super
High Tech
http://groups.yahoo.com/group/future-history-l Where we are
going as a species
> Is it true that Gurps seems to lack ready made worlds?
> Ready made modules? Or just lists of scenarios?
>
> If so anyone like to work on creating some for it?
>
> Fantasy
Banestorm, Harkwood, Robin Hood, Arabian Nights, Greece, Egypt, Japan,
Discworld
> Horror
In Nomine, Screampunk, Voodoo, Cabal, Illuminati, Vampire Companion,
> Sci-Fi
Traveller, Transhuman Space, Blue Planet, Uplift, Lensman, War Against the
Chtorr, Alpha Centauri, Planet of Adventure,
> Western
Old West, Steampunk, Castle Falkenstein.
>Alaska
Reign of Steel, Russia
See:
http://www.sjgames.com/gurps/books/
You were the one to mention in here, Mike. And I didn't understand it then... No
one has responded in a "complaint" fashion. I think you have two threads, or
groups confused.
However, the threads you are working on combining... are they as a single world?
Or are they as Fan Based worlds for GURPS, one each?
Bo
At 06:27 AM 4/21/2006, you wrote:
>Then what is the complaint?
>
>Someone mentioned on another list that GURPS seems to lack ready
>made worlds and scenarios or something..
>
>I know I have been working on some ideas to combine several
>threads, from Underworld, Dracula, SG1, Highlander, Resident
>Evil and others.. As well as elements of Darkover and Witch
>World and others.
>
>Mike
>
>
>>
>________________________________________________________________
>________
>>
>________________________________________________________________
>________
>>
>> Message: 2
>> Date: Wed, 19 Apr 2006 16:15:19 -0400
>> From: "Paul Keyes" <keyespj@...>
>> Subject: Re: Gurps World
>>
>> My group is working on writing up the world we are using for
>our Fantasy
>> game. As we finish writing it off line, we will be adding it
>to our game
>> site. http://www.gcod.net
>>
>> Paul Keyes
>>
>> >
>________________________________________________________________
>________
>>
>________________________________________________________________
>________
>>
>> Message: 3
>> Date: Wed, 19 Apr 2006 14:51:48 -0700 (PDT)
>> From: Missiledine <missiledine@...>
>> Subject: Re: Gurps World
>>
>> No, GURPS has a number of ready made 'Worlds' or
>> Campaigns available. The 'Fantasy' book has an
>> excellant World ready to go. GURPS (SJG) has also
>> produced some excellant world books based on Novels,
>> (Conan, Horse Clans, etc) and general historical
>> periods. WWII, Swashbucklers, etc.
>>
>>
>
>
>
>GURPS MAGIC is an unmoderated list open to everyone
>
>This material is not official and is not endorsed by Steve Jackson Games, GURPS
is a registered trademark of Steve Jackson Games, All rights are reserved by SJ
Games.
>Yahoo! Groups Links
>
>
>
>
Who is complaining? The only email I saw that even
raised the issue was from you.
--- Michael Adams <abrigon@...> wrote:
> Then what is the complaint?
>
> Someone mentioned on another list that GURPS seems
> to lack ready
> made worlds and scenarios or something..
>
> I know I have been working on some ideas to combine
> several
> threads, from Underworld, Dracula, SG1, Highlander,
> Resident
> Evil and others.. As well as elements of Darkover
> and Witch
> World and others.
>
> Mike
>
>
> >
>
________________________________________________________________
> ________
> >
>
________________________________________________________________
> ________
> >
> > Message: 2
> > Date: Wed, 19 Apr 2006 16:15:19 -0400
> > From: "Paul Keyes" <keyespj@...>
> > Subject: Re: Gurps World
> >
> > My group is working on writing up the world we are
> using for
> our Fantasy
> > game. As we finish writing it off line, we will be
> adding it
> to our game
> > site. http://www.gcod.net
> >
> > Paul Keyes
> >
> > >
>
________________________________________________________________
> ________
> >
>
________________________________________________________________
> ________
> >
> > Message: 3
> > Date: Wed, 19 Apr 2006 14:51:48 -0700 (PDT)
> > From: Missiledine <missiledine@...>
> > Subject: Re: Gurps World
> >
> > No, GURPS has a number of ready made 'Worlds' or
> > Campaigns available. The 'Fantasy' book has an
> > excellant World ready to go. GURPS (SJG) has also
> > produced some excellant world books based on
> Novels,
> > (Conan, Horse Clans, etc) and general historical
> > periods. WWII, Swashbucklers, etc.
> >
> >
>
>
Visit Missiledine's Games, home of my Velitrium Campaign. A Fantasy RPG using
GURPS rules. Come and play at www.missiledine.com
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
Then what is the complaint?
Someone mentioned on another list that GURPS seems to lack ready
made worlds and scenarios or something..
I know I have been working on some ideas to combine several
threads, from Underworld, Dracula, SG1, Highlander, Resident
Evil and others.. As well as elements of Darkover and Witch
World and others.
Mike
>
________________________________________________________________
________
>
________________________________________________________________
________
>
> Message: 2
> Date: Wed, 19 Apr 2006 16:15:19 -0400
> From: "Paul Keyes" <keyespj@...>
> Subject: Re: Gurps World
>
> My group is working on writing up the world we are using for
our Fantasy
> game. As we finish writing it off line, we will be adding it
to our game
> site. http://www.gcod.net
>
> Paul Keyes
>
> >
________________________________________________________________
________
>
________________________________________________________________
________
>
> Message: 3
> Date: Wed, 19 Apr 2006 14:51:48 -0700 (PDT)
> From: Missiledine <missiledine@...>
> Subject: Re: Gurps World
>
> No, GURPS has a number of ready made 'Worlds' or
> Campaigns available. The 'Fantasy' book has an
> excellant World ready to go. GURPS (SJG) has also
> produced some excellant world books based on Novels,
> (Conan, Horse Clans, etc) and general historical
> periods. WWII, Swashbucklers, etc.
>
>
No, GURPS has a number of ready made 'Worlds' or
Campaigns available. The 'Fantasy' book has an
excellant World ready to go. GURPS (SJG) has also
produced some excellant world books based on Novels,
(Conan, Horse Clans, etc) and general historical
periods. WWII, Swashbucklers, etc.
--- Michael Adams <abrigon@...> wrote:
> Is it true that Gurps seems to lack ready made
> worlds?
> Ready made modules? Or just lists of scenarios?
>
> If so anyone like to work on creating some for it?
>
> Fantasy
> Horror
> Sci-Fi
> Western
>
>
> Mike
> Alaska
>
Visit Missiledine's Games, home of my Velitrium Campaign. A Fantasy RPG using
GURPS rules. Come and play at www.missiledine.com
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
My group is working on writing up the world we are using for our Fantasy game. As we finish writing it off line, we will be adding it to our game site. http://www.gcod.net
Is it true that Gurps seems to lack ready made worlds? Ready made modules? Or just lists of scenarios?
If so anyone like to work on creating some for it?
Fantasy Horror Sci-Fi Western
Mike Alaska
GURPS MAGIC is an unmoderated list open to everyone
This material is not official and is not endorsed by Steve Jackson Games, GURPS is a registered trademark of Steve Jackson Games, All rights are reserved by SJ Games.
Yahoo! Groups Links
Is it true that Gurps seems to lack ready made worlds?
Ready made modules? Or just lists of scenarios?
If so anyone like to work on creating some for it?
Fantasy
Horror
Sci-Fi
Western
Mike
Alaska
Don't spam me again you prick.
--- "kendra-mackey705@..."
<kendra-mackey705@...> wrote:
> found this cool place, actually, not even sure I
> want to share my secret source hehe. But you know
> what, Im a generous guy so i guess ill help you out,
> plenty of potential partners on there to share
> around i guess. anyway
> http://www.greattimesahead.info/xuxp is the spot im
> talking about. ive only been on there bout a
> week or two, already met up with two ppl and talked
> to tonns of hotties on webcameras. heap of fun.
>
>
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam
protection around
http://mail.yahoo.com
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
--- In gurps_magic@yahoogroups.com, "Jeremy B. Seeley" <jbseeley@...>
wrote:
>
> Hello
>
> I was wondering if there is a way that I could get the spell and page
> numbers from Magic 4th edition, pages 223-237 (other than typing it
myself).
> The easiest way would be to copy-paste the first two columns of
those pages.
>
> I am sure that I am not the only person that would find this to be
useful.
>
> Thanks!
>
> Jeremy
>
According to post 4 to
http://forums.sjgames.com/showthread.php?t=13232
these pages are on the list of things to do for e23, and they are, of
course, part of the pdf of the GURPS Magic book.
Have Fun
- Eddie
--- In gurps_magic@yahoogroups.com, "Jeremy B. Seeley" <jbseeley@...>
wrote:
>
> Hello
>
> I was wondering if there is a way that I could get the spell and page
> numbers from Magic 4th edition, pages 223-237 (other than typing it
myself).
> The easiest way would be to copy-paste the first two columns of
those pages.
>
> I am sure that I am not the only person that would find this to be
useful.
>
> Thanks!
>
> Jeremy
The easiest way to get a functional listing of all of the GURPS MAGIC
spells as well as page numbers and such is to import the datafile from
GURPS CHARACTER ASSISTANT into an excel spreadsheet.
Unfortunately, when you do this, some of the columns will not align
themselves properly, but it can be done. I should know because that
is how I created my database. And no, I can't give up that database
for public consumption - I've already spoken with the officials at
Steve Jackson games regarding permission to create a webpage and
giving out that spreadsheet openly. The only thing I can do is create
a webpage that lists the spells and the minimum required magery levels
plus my take on what the Magical Legality class of any given spell
should or could be. I gave a copy of my spreadsheet to GURPS showing
what it was that I was working off of, and I had stuff like power
costs, spell duration types, page numbers, etc - and I got a "Whoa!"
result back <g>.
But, it can be done. I think it took me all of about 3 hours give or
take to import it into Excel from GCA, then edit the data that I
wanted. Yours shouldn't take too long if all you want are page
numbers to go with spell names.
Hal
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This invitation was sent to gurps_magic@yahoogroups.com on behalf of Michael (michael.adams1@...).
And, HELLO!
Hi, I have been working on a magic system for 4th Edition based on the Ritual
Magic system (like Voodoo, only faster). My intention is a system that allows
for fast and somewhat powerful mages with basic understanding of magic as a set
of "harmonics" (Cabal Heretics taken a step farther).
Some of the defaults are over -12… a few are VERY high. All of that is
reasonable based on the methods used to construct the magic system. But, do you
think it would overbalance the game if there were a cap on the negative modifier
for defaults if it were set to -15 or -20?
There is Clerical Magic (ala Power Investiture), Voodoo, and maybe standard
magic (although I am tending away from it with all the rest going on). I will
probably have Psionics as well.
Thanks for any help.
Lorgryt
www.lorgryt.com
(Growing GURPS source)
====
If you are so Goth, where were you when we sacked Rome?
>> Well, yes, but be we have to be careful not to make the trees _too_
> useful,
>> otherwise our primary paradigm of magic being based on a mineral goes
> away.
It's not. It's based on raw local $ value.
This is explicitly stated in 4e in the Powerstone section.
The cost is 20FP for that point if it is less than that threshold, 80FP
after.
-
Eric Funk, Mad Programmer
"Knowledge Brings Fear" - Motto of Mars University, /Futurama/
"I am still learning." - Motto of Michelangelo, at age 87
same limitations as power stones?
Power stones, are better when they are one single stone and not several,
defused in a tree branch?
But it does explain how some wands could be made..
Mike
----- Original Message -----
From: "Jefferson Wilson" <jeffwilson63@...>
To: <tarin_development@yahoogroups.com>
Sent: Tuesday, June 07, 2005 8:48 PM
Subject: Re: [tarin_development] The Forest
> Wise Owl wrote:
>
> > As some-body else mentioned, Trees take in alot of minerals. Maybee
Latem
> > suffeses part of the tree, making it particularly useful for
> > magic-users (since wood is easier to handle and craft than the
> > shiny-volanic-glass we seem to be painting pure latem as). It also
gives us
> > several easy routes to typical 'magic' tropes, such as wands and Staffs,
and
> > perhaps mass geopolitical conflicts between those races that live within
the
> > forest/tree entity and those who merely use it as a magical resource.
There
> > are examples in real life of organisms as big as we're talking about,
> > principally subterrean fungal lifeforms.
>
> Well, yes, but be we have to be careful not to make the trees _too_
useful,
> otherwise our primary paradigm of magic being based on a mineral goes
away.
>
> Jefferson
> http://www.picotech.net/~jeff_wilson63/rpg/
>
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Anti-Virus.
> Version: 7.0.322 / Virus Database: 267.5.0 - Release Date: 6/2/2005
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
Thanks
Jeremy
-----Original Message-----
From: rpgwriter
> Has anyone come up with a good way to handle spellbooks in GURPS?
Have you looked at S. John Ross's Book Rules (at
http://www.io.com/~sjohn/bookrules.htm)? There
third-edition centric, but it wouldn't be hard to update them to
either the standard or ritual versions of the 4E magic system.
> Has anyone come up with a good way to handle spellbooks in GURPS?
Have you looked at S. John Ross's Book Rules (at
http://www.io.com/~sjohn/bookrules.htm)? There
third-edition centric, but it wouldn't be hard to update them to
either the standard or ritual versions of the 4E magic system.
I really got to read everything again. I had left GURPS for a few years
(moved to an area that has only d20 players), and I forgot quite a bit. :(
I used to know the system quite well.
That is a neat idea, it had not occurred to me.
Jeremy
-----Original Message-----
From: Eric Funk
> I presume that a lot of the spells from books are actually Rituals, so the
> skill of Ritual Magic could be used. I suppose that I could stop there,
> and
> just say that spellbooks contain ritual magic.
IIRC, the canon RM system has the following breakdown:
RM
Path X (defaults from RM, cannot exceed RM)
Spells are maneuvers from Paths (cannot exceed Path)
Thus you can have a mage who can cast a variety of spells with the
limitation (must be in a book).
-
Eric Funk, Mad Programmer
"Knowledge Brings Fear" - Motto of Mars University, /Futurama/
"I am still learning." - Motto of Michelangelo, at age 87
> I presume that a lot of the spells from books are actually Rituals, so the
> skill of Ritual Magic could be used. I suppose that I could stop there,
> and
> just say that spellbooks contain ritual magic.
IIRC, the canon RM system has the following breakdown:
RM
Path X (defaults from RM, cannot exceed RM)
Spells are maneuvers from Paths (cannot exceed Path)
Thus you can have a mage who can cast a variety of spells with the
limitation (must be in a book).
-
Eric Funk, Mad Programmer
"Knowledge Brings Fear" - Motto of Mars University, /Futurama/
"I am still learning." - Motto of Michelangelo, at age 87
Has anyone come up with a good way to handle spellbooks in GURPS? No, I am
not talking about the D&D way where you need to study your spells. I am
talking about where people use them to cast spells out of. Like in movies,
such as the Craft, or cartoons, like Gargamel in the Smurfs (or Spitufos in
Spanish, Strumfs in French), or that witch lady in the Sleeping Beauty.
Presumably those spellcasters don't know very many spells, they look in the
book and cast it while consulting the book.
I presume that a lot of the spells from books are actually Rituals, so the
skill of Ritual Magic could be used. I suppose that I could stop there, and
just say that spellbooks contain ritual magic.
Another option is to use the Scroll spell, but the idea of all the pages
going blank after you cast the spells seems lame to me. Perhaps a permanent
version of the Scroll spell?
Jeremy
> Subject: Training of Mages
>
> I have been contemplating the game effects of mage training. I mean, in
> GURPS, how many skills should that be? Quite a few professions are
> reduced
> to single skills. Sure, a mage has all of his spells, each being a skill,
> but what about the skill of being a mage?
4e also adds the reduction to study time for Magery as per Talents.
> There is the Thaumatology skill, which does suffice as a character's
> knowledge of magic in general. This works, but what does it do? I mean,
> why have a skill if it has little application? I think that it should be
> used for creating new spells, and should somehow effect the spells that
> the
> character does know. It should also benefit from Magery.
It does, and is written that way. (M1+ give a bonus as they do to spells)
> What I propose is that a mage's spells cannot exceed the character's skill
> level in Thaumatology. There are modifiers that would not be affected by
> this limit (mana, for example). Also, I have been thinking that I would
> like to reverse how words and gestures are the default means of
> spellcasting. I think that the default should be just concentrating, but
> using either words or gestures would give a +2, both would give a +5.
That's extremely powerful, unless you want a lot of blue-collar mages.
E.g. IQ 10, M0, 1cp +5 = 13
If the /net/ is limited by Thaumatology, then I can see it.
My solution was to go the other way. Follow Magic's suggested points where
the mage /can/ omit gestures or verbal components, and apply a -1 for each
of those that they choose to omit.
no Verbal -1
simple gesture instead of grand ones -1
no small gesture: additional -1
> I am also thinking that magic should have visible and audible effects.
> Maybe even olfactory. These effects are often ignored, and it would be
> neat
> for each mage to have a sort of signature, where his effects are all
> related. The Green Lantern would shoot a green ray at the target of
> spells.
That is the defauly, IIRC, and "low/no signature" is an enhancement.
-
Eric Funk, Mad Programmer
"Knowledge Brings Fear" - Motto of Mars University, /Futurama/
"I am still learning." - Motto of Michelangelo, at age 87
I have been contemplating the game effects of mage training. I mean, in
GURPS, how many skills should that be? Quite a few professions are reduced
to single skills. Sure, a mage has all of his spells, each being a skill,
but what about the skill of being a mage?
There is the Thaumatology skill, which does suffice as a character's
knowledge of magic in general. This works, but what does it do? I mean,
why have a skill if it has little application? I think that it should be
used for creating new spells, and should somehow effect the spells that the
character does know. It should also benefit from Magery.
What I propose is that a mage's spells cannot exceed the character's skill
level in Thaumatology. There are modifiers that would not be affected by
this limit (mana, for example). Also, I have been thinking that I would
like to reverse how words and gestures are the default means of
spellcasting. I think that the default should be just concentrating, but
using either words or gestures would give a +2, both would give a +5.
I am also thinking that magic should have visible and audible effects.
Maybe even olfactory. These effects are often ignored, and it would be neat
for each mage to have a sort of signature, where his effects are all
related. The Green Lantern would shoot a green ray at the target of spells.
Jeremy
Hello
I was wondering if there is a way that I could get the spell and page
numbers from Magic 4th edition, pages 223-237 (other than typing it myself).
The easiest way would be to copy-paste the first two columns of those pages.
I am sure that I am not the only person that would find this to be useful.
Thanks!
Jeremy