beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I am bored at two in the morning so obviously the important thing to be doing right now is thinking what GURPS spells I most want.

With minimum IQ 13 and Magery 4 you can do pretty much everything in the books I got.

I bought the Artillery Spells supplement so I now want to build up to the really epic cleaning spell that can take care of any pesky out of place organisms, up to and including people if you pour enough power in. It's a Healing spell but 'No safer for living beings than being bleached, autoclaved, fumigated, and irradiated'. So you could have a one college healer mage with a spell chain up to Remove Contagion and then oh hey, oops, didn't see that whole army there, guess they're autoclaved now. ... okay, that would take either serious fatigue or a powerstone big enough you probably want to save it for ressurections, but still, area effect cleaning spell from the least expected person does a whole lot of damage. Has style.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Tumblr is just not functioning correctly. I'm not the only one now saying their dash is acting up. It isn't showing things in the correct straight time line, it skips hours in one direction sometimes and on mine the Previous arrow only ever leads to Now. It needs to sort itself out or everyone will miss a lot of posts and not even know it.



I was thinking about settings for RPGs or TV shows, or both. I like some bits of GURPS Banestorm, like you can skip the logic of having -alike socities because you just use the banestorm to import them. But I don't like the exact moments they imported. Cliche. Standardised settings, patriarchy edition. So I'd want to pick up the times and places that did things Different, like specifically pasting together socities with models that got ate by the patriarchal empires. And if you're going to do that, you could say it's by design? A refuge world. I was thinking of starting off in Mercia, but fantasy Mercia obviously, imported to a world where magic really works. Start with the moment the Lady was leading them and just assume equality took. Go around the world looking for places and times like that. And make it an in world theory that there's some merciful force deliberately curating places and peoples that would otherwise be lost.

You'd get pockets of Arthurian, but as if Morgana was rightful heir. You'd get maybe Islamic kingdoms, but with women founding universities as their defining moment. History as it actually happened, Rejected Princesses style.

Which would make it a more interesting and varied setting already.



But then as the story progressed and you start to believe the idea this is a refuge and doomed peoples got brought here
there's a gigantimous banestorm, huge, crossing the entire world
and when it clears there are a mess of our cities.


And then the story is a tangle of learning how to get along with the new neighbours and figuring out how to get back. Or if back is even an option. If this place is the Ark, do you really want to portal out of it?



... also, if this alternate Earth hasn't had an industrial civilisation on it before, there's a lot of advantages to staying. Detailed mineral surveys of resources that haven't been tapped yet, sort of thing. The Pratchett books with the walking between infinite Earths covered this, but it would be different with a one way trip to a single earth.


Also, if magic is real, and the banestorm can change the natures of people caught out in it, there's plenty of room for sudden urban fantasy.





So I'm wondering how much landscape you'd have to bring to get a city and it's water supply and a reasonable chance of a power supply.

It'd be fun though if you handwave some of the details, you set up this world and then set up this event and then suddenly anyone playing can be like 'hmmm, now MY city is here, with all its stuff, and without supply lines'. It's kind of post apocalyptic but with wizards around who can take offence if you try anything. I don't know, I think there was that one series about a small town getting cut off?

... the basic problem with doing it at any scale is the world is so interconnected now the first wave of effect would be, like, all the four horsemen come out to play, rapidly.

... sudden humanitarian efforts from your new neighbours, the orcs, would be an interesting story though. I mean, how many new people can magic support? however many you handwave, obviously.




If you move them to somewhere with Divine magic then you've suddenly moved a very, very, rich resource into reach of whatever pantheons operate in the new setting. You might get some miracles to keep the city going, specifically so the city can start to believe in miracles. New souls for the faith...



I don't know, Banestorming an isolated farm gives you a good excuse to bring whatever high tech you want into your newly medieval world. Bringing a whole city is more of a mess of problems. First contact, epic refugee crisis, lots of big stuff.



So, bunches of plot bunnies, potentially.

But not ones that fulfil the genre expectations set by existing stories, so, probably no one is just sitting around waiting for this particular set of stories.

portal fantasy for one person tends to have one set of themes, but what if like your entire town also goes through the portal? sudden colonisation. epic mess.


and you'd be importing a lot of Wrong Genre Savvy people too. I mean all the different gamers who think they know what Orc means...


many stories, much thinking, possibilities.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I bought the GURPS Worminghall and Back to School supplements and am still poking them
https://beccaelizabeth.dreamwidth.org/3554615.html
but considering that I've been reading Harry Potter fanfic almost exclusively for a while now
you can guess what I'm thinking about.

Not that GURPS is a good fit for HP magic, if you can just pick up a word in a book and do a spell of it, but there's some suggestions for making school more exciting for mages by letting spells be cast from really early on in the learning process.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
GURPS Worminghall offers a set of rules for studying magic that would make it considerably less frustrating than my initial impressions from the Basic rules. Worminghall is a magic medieval university, so students start at about 14 and can keep studying through their doctorate. It's an interesting setting.

Once a student has put in enough study for familiarity (p. B169) – two weeks of practice in class, or one week of intense effort, with a Will roll – he can cast the spell at IQ-6 (IQ-7 for Very Hard spells). Initially his teacher will provide easy tasks and favorable conditions, worth +4 to +6 to skill, plus any bonuses from Symbol Drawing. Under typical conditions, his skill is much lower, and his chance of critical failure much higher. After 200 hours, he is fully trained (1 point in the spell).


Class at Worminghall happens between Prime and Sext, with magical Practicum starting at Tierce.
... magic practice is about 9 to 12, if I translate that correctly, though lecture start times seem to be related to sunrise, which would move everso. "A student who attends to his studies gains an average of 100 hours of training a month"

Familiarity requires 8 hours but it's variable depending on skill. So I'm puzzled where they get two weeks from, but it looks like it would be 50 hours training? Which is a tiny bit more than familiarity usually requires? As is 25, for the super studious. But I double checked and students are also studying, at a minimum, Latin and Symbol Drawing, so study hours are /3. Managing familiarity in 25/3 is about right.

Study of Thaumatology is for Higher students? But studying magic at all involves the theory as well as the practice. They're not just practicing a couple of seconds of movement and some sounds, they're learning the ideas behind it all and a whole bunch of associations and so forth. So that's slightly broader than it sounds.

And if you can start doing magic after 8 hours of such varied fare - real, working, magic, albeit potentially unimpressive stuff with low level spells - then that is far less frustrating than having to put 200 hours in to even start seeing results.

I don't know what easy tasks and favourable conditions would be for spellcasting, but then I remember that standard rolls are probably for casting in combat, and just about anything seems more favourable than that...

This kind of gradual easing in to minimal competence makes magic school seem more plausible. If you can't make the magic spark until two months of study, and it takes another two months to do a second spell, that's... a lot of dedication.

Worminghall is an adventure setting though, so it's also set up that way so you can earn points from using spells in adventure contexts. Like Harry Potter getting really good at Defense.

Their use of Symbol Drawing isn't quite how standard magic works, but it does add interesting flavour.



The Back to School rules for rolling hours studied a month do interesting things to IQ, Will, and how fast you can learn things. A critical success can get you 400 study hours. Stronger willed people, whether that is by higher IQ or by buying up will alone, can hit the books that hard more often. But a critical failure can wipe you out for ages. So you can learn fast, but also stall yourself. Is more interesting than ordinary accounting.

400 hours in 30 days is more than 13 hours a day though, so is a teensy bit difficult to justify if it's representing actual hours, but I think it's more of a roll for sudden insight breakthroughs.


I just continue to find it interesting to imagine what kind of characters could sit still for long enough to learn magic.

If they only need to sit still for 8 hours per spell and can then, if they're that kind of idiot, go out and try and use the things, that changes things immensely.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I bought a couple GURPS supplements of new spells
Death and Artillery spells
and I now have so many nasty ideas for every college

my eyes went all 00

but they're mostly so nasty there's very little use for them as story parts, because boom, now there's death.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
GURPS still needs to detangle its assumptions to become truly generic.
The Magic rules assume the existence of both an Astral and Ethereal plane that interpenetrate with the material world, and do not specify if this is setting specific.
It's possible they're using the words Astral and Ethereal interchangeably.
And from the typos it's clear that Planar Visit was spun as a generic form from some Astral Trip.
But those are specific assumptions about the nature of the planes.
And specific names.
And it's just... awkward.

Like, In Nomine Ethereal does not mean the same as Ethereal in GURPS Magic but there is a GURPS In Nomine.

All I'm doing right now is trying to figure out how many Planes there are in a vaguely Roman cosmos where Janus, god of gates and doors, can give you access to the Gate college. One for the underworld, one for the realm of the gods, and one to get you home? Or nine spheres celestial and a bunch of realms and rivers below?

And once you've visited another plan, can you become insubstantial there? Well most of the methods assume the Astral goes there, in which case Planar Visit is just knowing where to go while walking around the Astral, which is certainly one reading of several other settings.

But is the Ethereal the Astral and if not how do you detangle that?

And if the Astral doesn't go everywhere which spells don't work in the underworld?

And... all of this might be in Fantasy or Thaumatology, I don't know.


Also there's a supplement about Janus empowered mages who can travel between alternate universes, so that sounds awesome, I'm probably going to get that.

But I have to do actual thinking and possibly research to send my characters into death and back, and really, what's even with that?

;-)
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
So I've been wondering about the social structures of wizardry, and how much they'd be influenced by the nature of magic itself.

If magic is one in a million then you train everyone you can find. The group identification is wizard, or mage, or whichever term means you can do magic. But identifying as a separate country seems less likely, since inside Britain you can barely scrape together a school year between you, and globally you're a small town, maybe.

If magic is one in a million per year then you end up a town inside Britain. That's nice, lots of friends, but once you've got lots of friends there's room to decide to ignore everyone else. But how that relates to being British, for instance if you're raised thinking of yourself as British first or a Wizard first, that... could get interesting. Read more... )

It would depend a lot on tech level they want to maintain and where they get their food supply. I mean if they've got the magical equivalent of replicators then they just need enough people to learn the spells to keep it going. Magic has such different conditions and requirements they'd end up looking quite different to the here now.

Also magic can be tech level equivalent, with the healing spells and all. Sufficiently advanced technology. But then population to maintain tech level comes up again.

If every wizard learns every spell they have to live a really long time. Read more... )

With a span of 45 to 85 years just to learn everything, wizards specialise simply because there aren't enough years in a lifetime.

And that's a version of Everything that is just spells. Potterverse canon has every student also learn Alchemy (potions) and Herbalism (Herbology) and ... I don't actually know, many related skills. If they're learning Runes for magical as well as historical or languages purposes then Symbol or Syntactic magic is another sort that works in their 'verse. And every sort adds a whole bunch of years before you could even in theory know it all.

Conclusion: wizardry is like science, too wide, everyone must specialise.

GURPS colleges of magic exist partly because wizards have to narrow their possibilities to extend their expertise, same like the rest of us.

Nobody knows 'magic', they all know a tiny bit of a corner of magic.

And that means they absolutely have to get some social organisation together, or entire colleges of magic could get lose from going out of fashion, and some spells would become impossible from losing the people who could teach the prerequisites.

Finding teachers at all would be a task and a half. The university model looks great, but every hour spent teaching means you're only putting 1/8 of an hour into studying the spell you are teaching, rather than an hour into a new spell. Every new spell lets you make a new and interesting set of changes to the universe. And along several different prerequisite chains some form of immortality awaits. How do you lure someone into teaching when they could be trying for that instead?

You've also got the problem of power. Casting ceremonially gives you a great big boost for that, but means you need lots of mates. Read more... )

So when I sat down I intended much less maths. I wanted to figure out a basic social unit for mages, if the limitations of their magic were where we start.

For most people the limit is span of control, which varies on way too many variables, but I learned it from... http://nielsenhayden.com/makinglight/archives/006707.html Incident Command System, I think, with the phrasing Span of control coming from other posts. There the number is three to seven people, optimising around five.

Which coincidentally now I've done the digging for rules and maths is the number of mages a Master Enchanter can have in their circle at once.

Read more... )

Then you've got a set of 13 as a basic unit of Enchanters. Grand Master, two Masters, five in each of their Circles, overlapping teaching hours so everyone gets 8 hours teaching and 4 hours job every day, with the Circles having extra job on the weekends. And each Circle is in some way different from the partner, because they know different spell sets well enough to teach each other. That might be a binary difference that a Grand Master can bring together somehow, or it might happen in many and varied combinations, shifting and changing when they've taught each other all they can. Brighter or more magically talented students wouldn't need to grind for as long before they could lead a Circle of their own, so people would join and leave at different times. But they'd all need to know matching spells to work an Enchantment together, so whether there's two sets or many colleges, each Circle would specialise in particular jobs, then get less distinct and more varied by the time they can be Masters. And Masters would be able to do things their students could not, more and more over time, so they'd want time off for their own projects. Slow and Sure spells might mean holidays, or they could work as a pair on new Quick and Dirty enchantments, but it would work best if their students had someone else to study with when they do. Like a Grand Master who knows all the spells they can work combined, and then some.

And this more or less flows from the GURPS rules for how to Enchant.

But Enchanters would organise differently from Ceremonial Magicians, because there's not that -1 per person for Ceremony. For Ceremonial Magic you want a huge great crowd that all know the spell.

And a lot of magic can of course be cast by a single mage. But learning it in the first place requires either a really long time or a teacher.

So. I guess I just spent hours typing about completely imaginary rules. But.

What if the two sorts of Circle were Light and Dark? And the longer they work together, the more they blur the lines, until a Grand Master can cast all the spells of both.

But people who are not Enchanters don't have that incentive to cross the streams, they might go deep into their own half of the binary instead.

Read more... )


All these number rules are boring until they turn into ways people act.

... okay, they're probably still boring, and this didn't go in the direction I expected
but
rules can imply interesting social structures, and that part is fun.


I shall go do something else for a bit and maybe make another post
for the bit I sat down to write in the first place...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I looked up on a GURPS forum how many CP you get out of a college course
and woah
that is a large and rolling argument, like, many years and dozens of pages, arguing
even though it actually says it in the rule book.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Pathfinder is complicated.

I realise that I, a GURPS reader with *gets tape measure out* over 22 inches of GURPS books plus a substantial pdf collection, cannot say this without sounding a tad ridiculous

but I read those over like twenty years. and also dont think I understand them all or could play them all plugged in together.

I'm currently trying to understand one (1) core rulebook with very different assumptions. havent got close to reading it. it's not a cover to cover sort of read.

Pathfinder? complicated.




... also all this reading is making me want to find somewhere to rpg, but then I'd have to, like, bring a brain and actually successfully rpg. so. *sigh* maybe...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I started reading the GURPS Magical Items book.
It has some useful or interesting stuff, but it has some casual idiocy too.
Like, the cloak of gender change exists, but it mentions use by spies, and apparently cannot imagine trans people even for a sentence. The idea of gender presentation change as inherently deceptive is very annoying. The book is from 1999 but still.
And then there's the amulet of birth control. It says it is useful to harlots. And the amulet of fertility is much more sought after.
This seems to me both rude and contrary to much of human experience. Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I have been playing with imaginary numbers and considering the social results again.

So, magic in Gurps, hours of study per spell learned, and the way extra magery makes you so much quicker.

Everyone they let in to magic college has magery 0. They can see magic and are technically a mage. Yaay.

But there's also people there studying up to 40% quicker (30 if you only have M3 in that universe, which was the assumption of my math.)

How do you schedule lessons so everyone can study?

At lower levels you'd have mixed Magery classes.

I did some maths and a M3 mage needs 17.5 days of 8 hour classes to learn a single spell. They are just that good. So to optimise use of teachers time, that's what you schedule. Do it across 28 days, four weeks of 5 days of lessons and some weekends and half days, and you leave enough time for M0 students to keep up. If they do the reading. For enough hours to round up to 12 hours a day studying. Every day.

So that means the most basic students, the ones who know there's an upper limit on what they'll ever be able to do, are having to study all the hours of all the days, while M3 gifted types can stroll it.

Resentment seems to naturally follow.

But on top of that there's all those hours the M3 can be pursuing their own studies. Read more... )

Going to effect how mages see themselves, each other, and the kinds of magic they do. How long someone had to study and if they needed a teacher? A hierarchy gets built in.

And if some colleges are simply not taught there, but make excellent prerequisites? There's another complex hierarchy to bump into.



Is fun.

Pentagram

Jan. 12th, 2018 04:25 pm
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Today I learned a very little more about excel while trying to get it to calculate the area of several geometric forms, circle, pentagon, and pentagram.

Then I gave up and just copied across a bunch of numbers from a web page that would calculate it for me.

And then I gave up on that because ugh, hand copying, I don't even plan to use this stuff, I just wanted some vague idea of it.

The problem is that the cost of Pentagram is calculated by area in square feet, not area as in area effect spell. And the spell description says "The barrier is a star-shaped figure drawn on the floor or ground." The picture arguably shows the standard star in a circle, so, my assumption was the area in question was the circle, and I made a chart of circle areas to find costs. Simples. But! What if it actually meant a star shape? On account of that being what it actually says?

I have now seen the formula for calculating the area of a star shape, and it is... very maths.
Very.

But I copied a bunch of the answers down.

But I also tried a few pentagons, because one bright spark on a forum suggested only the central pentagon would really hold a demon. Also I more or less managed to put the formula for that into excel. probably. it got samelike answers anyways.

So these three understandings of a Pentagram spell get very different answers, and all of them are really very expensive, when you consider all it takes for an unmagical being to break the spell is a chalk mark or scuff. "If part of the pentagram is cut or erased, its power will be lost until the caster can rejoin the pentagram - all this requires is a piece of chalk and time (usually just a second) to draw the line." Okay, so, sounds like it doesn't need recasting, just redrawn? That makes a large investment of power more worthwhile. But if a demon actually breaks out of the pentagram it needs casting over again.

You can cast a ten square foot pentagram in ten seconds for ten fatigue. Nice. But not fast enough once battle is joined, and not resilient enough to feet.

But it's a fiddly pain, it not being clear, or giving any numbers.


Also, given you can use enchantment rules to make it, the inventive player is going to have all sorts of thoughts about portable versions, and the description just doesn't go there.

Spell Shield is a prereq for pentagram and protects against fewer things differently but does have a magic item listed. A spell shielding rug or area of floor costs 400 per yard of radius. Which is very different maths indeed from the cost per square foot of pentagram. Which you'd think could also be cast on a rug, and can certainly go on an area of floor.


I know magic is under no obligation to be logical, but rules certainly are, if they're going to be playable by fiddly clever people.


Really, they couldn't have given a single example with radius? *sigh*




ANYway, I got sidetracked with math and that was my afternoon.

Is a good thing I find this fun.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I've been thinking about magic, again again. I get like that when I feel like I can't get things done in brickspace life, so, a lot. But I'm also attempting plot in a magic using 'verse, so, some understanding of system and reach required.

I've previously done endless spreadsheets to figure that, by the GURPS rules for study hours in character point equivalents, a mage can learn between 5 and 19 character points a year, depending how much is job, how much study by yourself, how much taught.
It can actually be as low as 2.5 if you only have a job and don't study, but, GURPS does reckon you get 2.5 CP every year from just doing a job, so that's nice, even if you do have to put them all into job related skills.
I didn't include Intensive because that's boot camp and the rule book is pretty clear there are very limited opportunities for that, but with sixteen hour days of twice as effective study and no weekends or holidays in the base assumptions you get about 58 CP a year *without* the Magery boost, which is enough to boost your basic stats, let alone your skills. However such courses are very much assumed to run for much less than a year, so, not so much likely.
Studying things that are not magic caps at a lower level, because Magery gives you a percentage boost to speed of learning magic. At Magery 0, or for things unmagical, between 5 and 13 CP a year is the best you get.
GURPS assumes college gives you 10CP a year, which isn't what I get from doing the math on actual courses, that comes out way lower with holidays and fewer teaching hours. But it's in that range of theoretically possible.
Magery gives the boost to learn spells up to 19 a year, and if you're learning that fast, you have enough Magery to learn any spell in existence.

I have previously got that far and noted that 19 spells gets you to Resurrection by the longest chain, so who would even need more than a year? That's spectacularly complex magic, and world changing, and you can do it as a freshman, if you can power it. Seems a little wonky.

But today I was thinking, there's 850 odd spells in my GURPS spreadsheet, and I haven't even added the gender spells from that one Pyramid. I invented a bunch of elemental spells last time I was poking those colleges, for things that should be logically possible cause they are in other elements. The Fire college looks kind of rubbish compared to a decent TL8 flamethrower, let alone grenades, and nobody has invented a magical nuke, even assuming the power requirements would be spectacular. You can't even say it would unbalance the game, because see real nukes. Plus every single Shapeshift spell is a separate spell, so if you want to be a wolf and an owl you learn it twice, and that's just for starters.

So if a magic user is zooming along a particular prerequisite chain to achieve a specific thing, they can do it in a year. But if they want to learn Magic, in general, they've got their 19 a year and like 900 options in front of them. Anyone spending a solid year thinking of nothing but magic kind of has to want one of the other very badly. So you'd get mages who really wanted That One Thing, like for example raising the dead, but you'd also get mages who just have to know how it works, and would feel like a smart kid with a university prospectus and only the one lifetime to go around.

Read more... )


Game balance as a concept, making sure all the character classes are going to be useful, kind of makes magic not special by design. I mean, the same number of points in any other skill would add up as useful, if designed properly. So that leaves you stuck wondering why risk it.

Plus the entire reason the real world shifted to boom sticks instead of archery was the same amount of time going in *didn't* get you the same amount of skill or ability to hurt people coming out. Archery takes a lifetime investment of regularly maintained work and minimum stats, like magery. Firearms have some chance of hurting the enemy if you know which end the boom goes out of. They can be used at default, and spells cannot. It would take some spectacular advantage to magic to make it worth the time.

And the kinds of things we can't so at all with science tend to dip into the Restricted section, like Mind Control or Necromancy.

Or any variety of shapeshifting. Got to admit, many people would put in the time to be able to be a cat. Or whatever else.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
http://forum.candlekeep.com/topic.asp?TOPIC_ID=10821

This theory explains there’s several interlocked economies in a high magic fantasy world and taking payment in each has risks. Food units are rations, gold and such only works where you don’t have to travel to spend it, and magic items are as dangerous as they are shiny, not least because killing people and nicking their magic items is what adventurers do. Having the most force so you can kill whoever for whatever is another kind of rich, and why saving up shiny might not be worth it, if it attracts predators. And favors are essential.

it makes a lot of sense. and I hadn’t thought of much of it before.



Now I want to express the assumption that $1 in GURPS is a loaf of bread in terms of calories as a fraction of daily needs. Loaf varies, how much you need to eat varies, it won't be tidy, but if a loaf is a ration then it has a logic.


D&D assumptions about the value of hold and how common it is pretty much make sense if everyone who gets the magic to try it just goes *tada, gold* for generations. Way more gold, buying way less.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
GURPS rules based magic says:
you can only use one powerstone at a time
you must be touching it, or touching something with the Staff spell enchanted on it that has a powerstone in it
powerstones recharge normally if six feet away from another powerstone, otherwise they divide the points among the stones, take twice as long for two, three times for three etc.

Obviously the simplest way to carry multiple stones is just take them off and put them different places. But then someone can wander off with them.

There's also the spell Knot which knots a rope or cord in such a way as it can only be undone by the password or by magic.

I was thinking: a bracelet can be made of a complexly knotted cord. Like I found one with 24 feet of paracord in it. You could fit a longer thread in if it was skinnier, and more complexly knotted. Obviously this stretches the definition of knot really really far, but that just means there's a more complex spell to learn or invent.

... in theory you could have knitting that won't unravel without a password. Or crochet. Or... stuff.

But what I was thinking of was a bracelet that packed a number of different powerstones close together, around your wrist or wrists, maybe even knotted so they touch your skin. Can't be removed without a password. But with the password they unravel to just be rope.

And then you can throw one end up a tree or use the thing to make a circle around you or some other shape as long as every stone has at least six feet of cord between it and the next stone. And it would recharge at normal speed. But you would have it knotted back around your wrist again - assuming no tree branch based critical fail - in a single casting of a two second spell.



Or you could have complex magic items where each bit had it's own power source and you needed to run a cord up a flagpole at night to recharge the thing.



Obviously you'd end up with different math than just getting one huge powerstone and letting it recharge at normal speed. Less overall bang, but faster recharge if you want to do a lot of smaller things in a row.

And it's always easier to find many small powerstones than one big one, because chance of crit fail destroying larger stones.



Of course this goes well with any knotting or fabric based magic, but those usually assume the knots or weaving or whatever happens at normal speed and are the gestural components of an enchantment. This is more like instant items.



I don't know. Might not be useful, but it's interesting flavour or spin.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
So, I was thinking about my epic lack of social skills, and ongoing shortage of brickspace friends, and it occurred to me to think about it in hours spent. Which of course makes me think of GURPS rules for study
http://beccaelizabeth.dreamwidth.org/2683842.html

Getting to know a person is like a specialist topic. And you probably can't study books about them, mostly, though people something enough to have instruction manuals would be an interesting category. Reading their journal might count, but only i they're, like, super chatty and write all the things.

... my journal. Probably counts.
But I do skim the highlights only, for a lot of topics.
... yes I know it's very wordy for highlights.

Most people most of the time are not deliberately teaching you about themselves. There would be times they were, but probably not often.

And the kind of thing that counts as intensive training? Probably not going to come up in routine social interaction.

So most people most of the time, hanging out with them is like learning on the job.

Some people are in fact your job, but then all you need to know about them relates to your job, so the primary skill is your job skill, and different clients are, like, familiarisation penalties. (B169) Eight hours practice gives you familiarity with a new model. Before then you're at -2 even if you have the relevant skill. So you can improve rapidly in those 8 hours, which seems to be all Torchwood does to teach guns, but might make an instructor think they were really good at teaching. But with people, 8 hours getting to know them would get you over the really awkward stage.

But then just hanging out not teaching in particular? 800 hours. To get one point better. Than default. For a maximum of 8 hours a day.

Sooooo... that could take a while.

And I, personally, leave the house maybe 8 hours a week?
And much of that time is spent on the bus.

So to get over the first awkward might take two or three weeks, but then to actually start getting skill points in This New Person, that will take at least a hundred weeks. Or two hundred. Or... more.

And if any particular person is only there for one activity a month? A hundred months.

... which is a bit of a long time, really, and a complete explanation for only shallow acquaintance, without social skill penalties being involved at all.

Which makes me feel better about it.



... I mean my social skill penalties are also significant, but, theoretically not insurmountable, given sufficient time with an actual particular human.



Finding one you like well enough to invest 800 hours in is a tricky bit.


It was way easier when we got all those hours by osmosis at school, every single day, for years.

... easier in a way that I purely couldn't do any more, but, you know, in the friend-hours equation, that went faster.



So, new theory: just need more hours.


... at my age...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
The thing with GURPS is that I think I like it for its versatility and flexibility and diversity
and the way there's a rule for just about everything
and then when I sit down and decide what things to actually use
I simplify.

Read more... )


When inventing religion for the new fantasy world I... first decided that world without Jews would put me in bad company and so clearly Jews got Banestormed there, and then I read a lot of fics about Captain Cold, and then I ended up with a corner of plot about Cold as jew in a fantasy world, but I have absolutely no idea how to write it without just copying that one fic I rad, I don't even know enough to start learning more.

This is how I end up writing nothing, my failure to be omniscient enough to be a narrator.

But.

Fantasy world religion, based on the months of the year, so there's twelve different gods. Except secretly there is a thirteenth, who is god of gates and doors, beginnings and endings, and intercalary days, because I always incite Janus. But if they had Gate magic my plots would work out very different. So.

Twelve gods who grant their priests twelve spells each, except there's secretly thirteen and so each priesthood has a secret spell.

Read more... )



Okay, I didn't get as far as trying to figure out spell sets, and this computer needs recharging. I'll post this and come back to it later.


Pantheons are hard though, you really need to go back and forth with your plot and figure out who you need, and twelve seems too many and too few.

Four are for living things, four for crafts, and four for ways of organising humans. That could work.


Ugh, power plug.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I found a GURPS spell for Alter Gender
Alter Gender (Pyramid 3/28: Thaumatology II, p. 14), Prerequisite: Androgyny
Duration: One hour unless made permanent. May be removed by Alter Gender or Remove Curse.
Cost: 7 to cast, 5 to maintain. May be made permanent, as an enchantment, for an energy cost of 175.
Time to cast: 2 minutes
Same costs and time for Androgyny, which just makes you look sort of neutral for the game mechanics, doesn't change organs.

But it's a weird, weird little set of spells meant for goblins
(the color text is Jareth)
and its prereq chain is basically these weird goblin spells
so it can't fit in to other GURPS magic.

The costs imply it's simpler than Alter Body, and the text specifically says if it is made permanent they can get pregnant. So I think this means GURPS considers reproductive organs to be simple, like horns and tails, rather than complex, like prehensile tails or working eyeballs. Which is quirky but makes sense in game mechanic terms. Alter Body can make you look like a specific person and is waaaaay more versatile, it's how to be Mystique, not how to transition. That bit about non functioning organs had me looking at the levelled up version instead, but that one can make you a whole different sentient species, if you want, so it is again a teensy bit more powerful in game terms.

So now I have in game costs for a world changer of a spell.

But it has some weird assumptions around it and a bit of random transphobia in the story seeds suggestions - "A long-time ally of the heroes is hiding a secret: “She” isn’t female at all, but a secret practitioner of Yellow Goblin
Magic disguising her (his) true form via Alter Gender. So many lies..."

... no, no, and also no. If someone says they're a she then lo, they are a she, whether or not they've transitioned, by magic or other means.

Why put that in? I know the game mechanic description is all about how you can usefully hide by changing your whole appearance in two minutes, but that's not why people would want it. Alter Visage is quicker to cast and easier to learn, and substantially more versatile. People who specifically and only want to change their gender have a whole different motivation than this spell write up assumes.

So, not best pleased with this particular article.

But I'll take the cost and time suggestions and put them into the ordinary Body Control College instead.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Today I started writing but it was just not coming alive
and I realised I hadn't figured the game mechanics or the in world economics well enough to know what actually happened.
So I've read a bunch of GURPS rules to come up with my preferred flavour of arbitrary numbers, and now I know how magic hospital works.
It involves a very specific reading of how one optional spell from Thaumatology works, and how Ceremonial Magic can maintain a spell forever, and how that means you can bank energy for later as long as enough people keep a dance going.
I have to handwave prerequisites or set up new ones, but there's rules for systematically ignoring the rules, so they'll have that covered. It's mostly about keeping the number the same, so that's straightforward, just say any 14 spells in addition to Lend Energy... simples!
... this world is not simples.

But once I've applied my imaginary numbers I work out that getting Alter Body done costs a maximum of two weeks working for the hospital, donating your FP to heal or Alter other people.
And then I know why my character is walking out alone
and roughly what they've been doing and for how long
and why the story was grinding gears.
Two weeks knowledge of the city due to helping out in hospital is going to get you a different knowledge base than a new arrival would have.


Also the other character in an earlier scene has prepaid, so they have two weeks apart to be all anxious about things.

And since you can see all the major locations of the City around the central plaza, either hospital has no outward facing windows, or my character has already spent down time staring at the other buildings and the great big building site.


So, I need to start somewhere else and write a different thing
because the arbitrary rules I pick and mixed say so.

... I actually find this fun, and also a great excuse to read instead of making word count.
*sigh*
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
What if all crit fails were entities?
Like, always a demon, but you don't know what point total or how long it is there for.
18 would remain the 200ish point permanent demon, but you could also get imps of much lower value, or a five minute summoning. ... though actually five minutes is a lot of combat rounds, I'm not sure how much practical difference that would be.

The kind of crit fails where if just does damage, backfires, hits a wrong target, only appears to work, or does a comedy fx curse instead of actual spell, those are good too though.

but

what if all always demons.
or elementals.
or undead.



... a five minute accidental reanimation would be pretty terrifying, and potentially just as bad when it wears off.

... a low point cost elemental might just be like a lighter flame, kind of hanging out on its own.


I just like the idea of a one in two hundred and sixteen chance of summoning a thing. but to make it survivable a lot of them would have to be pretty small things.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I looked at an old entry on GURPS magic and I epic, epic failed at maths.
epic. fail.
my math is bad and I should feel bad.

now I have remembered how to math, that whole line of speculation is rubbish.
so I have private locked it so only I can see my fail.
I mean it remains an interesting what if, as in what if demons were a frequent result from magic, but my math missed some zeros somewhere somehow and then it's orders of magnitude more frequent than it should be.

one spell in two hundred and sixteen crit fails at high skill levels, or one in 108 at slightly lower skill. a critically failed spell does something you don't want to do. possibly painful or a problem for bystanders. but it's another roll of 18 on 3d6 to get a demon. so demon only happens when you roll six sixes in a row.

1 in 6*6*6*6*6*6 is one time in 46,656.

that's a lot more spells between demons than last time I worked it out, and I don't know how I failed so bad last time.

but of course I might be failing again.

ugh.


So then you have the opposite story problem, where it's really unlikely a given mage has accidentally a demon, so why would they even believe they exist?

Read more... )





Yesterday I read GURPS Technomancer, which puts a Magic Comes Back event at the first nuclear bomb test and has a whole atomic horror thing going on. Read more... )



Technomancer had mages be something huge like one percent of the modern population, in some areas, or one in a thousand where it's rarer. On a planet that had discovered Cure Disease and potions of Youth and any number of agricultural spells, and was experiencing a demographic boom and a half. That is very plenty many students. And given urbanisation they're much more likely to meet, and with standardised printed grimoires and plentiful university courses they're going to be able to get trained. Whole different effect to the medieval stuff.

Medieval magic should still pretty rapidly change the world to look not medieval, unless mages are very scarce and cannot get the training. a society that only progresses as rapidly as our history did is one that found really large disadvantages really often. otherwise cure disease is more effective than antibiotics and the collected agricultural spells can feed a lot more people for a lot less work, even if magic cauldrons that create food aren't in common use.

you're pretty much left with war, out of the horsemen.

mage war is epic bad though. it might be plenty. and it would try and take out mages first.




anyway, demons not as much of a problem as previously calculated, what was I thinking, ugh.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
A lot of RPGs use mana and chi as words for game mechanisms that measure magical energy and life energy. It makes me kind of uncomfortable, but when I went looking for alternatives I got reminded all over again that English is at least three languages in a coat. English has been mugging other languages for parts since forever, and every word has traces of conquest in it, but swallowing these two whole and spitting out the actual cultural context seems a bit much.

I think I'm going with thaumic, as in thaumatology, measured in thaums ala Pratchett.
Also vitality, vital energy,probably measured qualitatively so it's flowing well or badly, positively or negatively inclined.
That's mixing greek and latin pasts into the mix, but if the Healers use Latin and the Scholars' works are literally all greek to them, that's got potential for story in it.

Read more... )



This seems like an overly complicated system of magics, but I'm used to comics where people can do very similar things through power sources ranging across everything GURPS can throw at them.


Distinct traditions with distinct histories and as far as they know sistinct power sources is a great way to leave loopholes, contradictions, and other sources of friction.




And yet I keep fiddling with rules and phrasing, instead of writing fiction.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I was reading around about GURPS and found
http://ravenswing59.blogspot.co.uk/2013/09/ggf-3.html
and
http://ravenswing59.blogspot.co.uk/2013/09/magic-as-technology-take-ii.html
which postulate that on the whole magic does not change society, because maths.

But I think their math is wrong.

Take their example magic item that would change the world: Purify Water.
Read more... )

Basically, if you can get enough mages in one place to even teach each other a broad enough range of spells to make an Enchanter, and if those Enchanters understand the value of working together, and if they feel like making money on a regular basis through making simple enchanted items, then magic will change the world. Even the simplest items could make pure water for all of London in a few days. Even one Purify Water item could make clean water for a whole medieval sized town. And be made in an hour.

The only way for magic to not change the world is to mess with mages: make them too scarce, uncommunicative, uncooperative, or too unlikely to become Enchanters. If the basic GURPS assumptions for magic can be met, then Enchanted items will pile up and nudge the effective tech level upwards, starting a demographic upward spiral that puts more mages into the system.

Of course if demons are a serious and regular problem, you can also get a mage downward spiral, or outright crash. See 'too scarce'.

But OP's math is just peculiar, for someone who says they're using GURPS, and I disagree with their conclusions.

Ugh

Apr. 25th, 2016 01:07 pm
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I keep failing at basic functions. Is not cool.
But this week I am determined to be kind of functional.

I did ordering food and will soon have many foods. At the moment I kind of accidentally emptied the freezer. I mean there's one packet in each drawer, but that's a bit not good. And I emptied the pasta cupboard. ... I have a cupboard that is pasta, because only one shop would send me pasta, so I had to make a minimum order entirely out of pasta. Except this week Sainsburys promises to sell me pasta! Yaays! ... but I still ordered the same cupboard full of pasta, so I shall now have Many pasta. But also all my other foods. So I win.

I woke up at like 3 in the morning and I only went to sleep at midnight. I tried getting back to sleep but it only a bit worked, and then after it got light. I was dreaming all sorts, Read more... ) So that was not a relaxing set of sleeps.

None of the people who said they'd email me back last week have in fact emailed me back. And I got no answer to the potentially super important email I sent neither. I could do the same set of emails all over again this week. It probably wouldn't help.

Also I'm not sure I'm very coherent so probably I shouldn't emails.

Ugh.

It's annoying when you reach the point that anything you could do to improve stuff (ie get bed fixed, buy mattress) requires spoons that you'll only regen once you have fixed stuff (by sleeping in nice bed instead of under loud people by the front door).

And i'm only up because the post lady dialled to get in instead of the trade button working.

... before that I was reading about Roman Republic legal structures, but in theory sleep was still a possibility.


... I got really annoyed with the book full of alternate universes I was reading because it never mentions slaves except in the context of the confederacy. It has a whole bunch of Romes, some of them surviving many many centuries, but it doesn't mention slaves. It has reached the point where I turn the page and just grump 'what about the slaves???' Read more... )

Also annoying in alternate universes is the habit of this book and other sources of assuming that if the USA doesn't enter WWII then the Germans win. America obviously did good and brave things during that war, but the Russians chewed hell out of the German army. I know that complicates the bad guy concept, but if they're doing history then they kind of need to. I think a few more of these alts need to read about the eastern front. ... also I need to read a lot more about China, because I keep bumping into big ignorance whenever I read anything.

Finally there's the teensy tiny sexism problem evident all over the place. I mean, sexism in RPGs, not new, but sexism in alternate universes compounds RPG sexism and historical sexism to get absolute messes. Read more... )



Whenever I read RPG gameworlds I want to make them sit down and read actual history, because far less sexist. And this alt history thing is just frustratingly worse, because it's not even pretending to be fantasy, it's saying these are branch point worlds. Just with more sexism, because of course sexism.

Ugh.



I'm going back to bed. Maybe sleep this time.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Again.

Because it's a fun puzzle. It's like deciding what's most important in life, and how to carry the most of it with the least fuss.

Desert island discs don't make sense any more, you can fit a terabyte in your pocket easy, probably several, and carry a solar charger for your devices, so you've pretty much got all the media forever.

But deciding which books to take is still a compelling puzzle.



I have made no progress figuring out what's the better version of the GURPS Infinite Worlds suggestions for time travellers: "Don’t neglect guides to low-TL medicine and chemistry. The Way Things Work, A Barefoot Doctor’s Manual, and Henley’s Formulas can start you off."

Read more... )



I know survivalists have a lot of pages of suggestions on stuff for surviving the end of the world. I know this because I was much more paranoid in the 90s. It's probably helpful and relevant if you can scrape the... survivalism off it, because there's a lot of weird ideology to go with the practical solutions. But there's also an epic underestimation of how much society does for you. Read more... )



Plans for what to carry to the new universe come in different sizes. Like, if you surprise step through the fog, you might be carrying just your handbag, or just the stuff you'd take to a convention or on holiday, or you might be driving. If you're moving across country you get the excuse to load the most stuff, but that's almost the least fun. And the difference between this version and the deliberate colony planning is that this is just stuff you could plausibly have on you, if the universe blipped.

Read more... )

It's most fun for the character if they've packed well and wisely for the long term, but it's most drama if they just went for a quick walk in the sunshine and somehow ended up through the wardrobe.



There are some technologies very nearly here that'll make a big difference. Solar's a bit of a trick right now, and batteries will wear out with repeat charges, but they're both getting better rapidly. There's cars getting in the news with solar panels on them, though they're hybrid rather than all electric. Nudge the tech just a little and you can go exploring new worlds like a mars rover, put your solar panel wings out and keep rolling.

And water purification is improving in leaps and bounds.

But it's still very tricky to be a one person civilisation.



I keep looping back to the Pratchett & Baxter Long Earth books, because they poked this exact problem extensively, after putting in the twist about specific metals you can't bring.
Reading the Infinite Worlds books I kept wanting to make them go read that series, though chronologically they couldn't have.

I like a long string of empty earth because it's a way of testing survivalist fantasies without going all post apocalyptic on homeline.



Going to the kind of alternate that is an alternate history can get you all sorts. You might pack real careful for a low tech soc and then get very high tech civ that thinks you're a dancing monkey.



But usually the suggested alts are based so much on European history it's really ridiculously implausible. Read more... )



I need to read an entirely different set of history books. England was not that interesting for a really long time and I have a very small window on a whole lot of history.

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beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
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