swordchucks:
Do you intend to use the DF method of breaking magic out into a dozen subsets?
I still need to do a close review of the DF treatment/handling of magic, but my
personal preference is to avoid the "standard" GURPS magic system (I come down on the same side of that issue as steelsmiter: the standard magic rules can go die in a fire and I wouldn't miss them). Given my druthers, I would lean towards Ritual Path Magic (originally laid out in
Monster Hunters and detailed in
GURPS Thaumatology: Ritual Path Magic), but I'm open to other suggestions.
And of course, NPCs might make use of
Magic as Power if they have adventure-relevant abilities that have no other easy parallel in whatever system is used.
swordchucks:
Actually, tell me more about what you envision a typical adventure in this setting looking like? Are the PCs going to meet in a bar? Please, not a bar...
Happily, and no meeting in a bar (although the set-piece town has several of them for you). One thing that I'm
not flexible on is that the PCs all need to have a reason for being present at the start of the adventure and for being involved in what goes on. Ideally, PCs would already know at least some of each other before the adventure even begins. While the campaign begins at a festival, the action doesn't take long to kick in, so pre-existing relationships and legitimate investment in the events that transpire would go a long way towards eliminating the "You all meet in a tavern to answer the local archmage's Help Wanted ad" stereotype.
My intent is to use Paizo Publishing's
Rise of the Runelords adventure path as the starting point, and then modify it (as extensively as necessary) to fit into the dual requirements of GURPS and TL 5. For folks who aren't familiar with it, the RotR adventure path is very much in the vein of "traditional" d20 sword-and-sandals campaigns, but more than pulls its weight in the "flavor" department. Spoiler-free Synopsis: Bad Stuff starts happening, Ancient Evil Magics, Bad Guys with Clear Motivations, BBEG returns from dormant slumber to get his groove back, PCs get caught up and hijinks ensue. The whole thing starts fairly local-scale, gradually building in scope and epicness. From a D20 perspective, the whole thing is intended to start PCs at Level 1 and carry them all the way into the high-teens, level-wise, if that helps to orient you.
I suppose if I had to take my knowledge of the adventure path and distill it into a "typical adventure", it would be "PCs catch wind of bad things, go investigate and/or kill them, and in the process catch wind of more bad things, rinse and repeat." In proper Dungeon Fantasy fashion, there is a large amount of killing things and at least a medium amount of taking their stuff, but there is a legitimate story behind it all rather than a picaresque mash-up of shenanigans.
swordchucks:
I enjoy GURPS, in general, but DF always feels like it's just a little over the top.
I feel you there. I struggle to find a good balance between "Well, things should be heroic" and "Dammit that is just
not plausible." I want PCs to be heroes, but I don't want them to be superheroes—I'm a simulationist at heart, so it's tough for me embrace over-the-top cinematic styles. I even have a hard time with Weapon Master and Gunslinger, and (again, given my personal preference druthers) would throw out everything cinematic altogether and just say "Look, stuff is realistic, but magic is here too, now go knock yourselves out." That said, in the spirit of 1) trying to cool my jets about rigidly simulationist attitudes and generally calming down, and 2) having heroes who can do heroic things, I'm trying to be more flexible in terms of what I allow, cinematic-wise.
As with most things, at the end of the day it'll (hopefully) end up being a mutual agreement between me and all of the players, and we'll all have a set of rules we're happy with (or at least not actively unhappy with).
This message was last edited by the user at 19:55, Wed 15 Apr 2015.