Thursday, September 1, 2016

Thoughs on Realm Magic

Realm magic promises simplicity. But requires some GM work. It sometimes feels like a different game. Does it deliver? Is it balanced?

I'm looking at a number of different ways to use realm magic, and comparing it with some of the other systems gurps has.  I have the thought process behind very small magic system I built using the stub of a realm system (phage magic), the skeleton of a much larger system I've used in the past, and thoughts on realm magic on the wing. I also compare realm magic with the standard system and look at how 'Gurpsy' the whole thing is, and how its really at the root of RPM.

Phage Magic

When I built phage magic for Stornuso, I had a very small subset of magic I needed a price for.  In the post I 'estimated the number of realms at 12' and moved on. Here is the actual thought process I used in the estimation:

All of my realms so far were energy based: light, heat, and motion. Rather than come up with every single realm, I figured I'd do the realm of energy and then figure just as many categories in each 'sister' category of energy. I divided up into Energy, Matter, and Mind/knowledge. I felt confident I could put any effect into one of these. Then I tried to think of other categories in energy. At the time, All I came up with was electromagnetism. I debated using life energy, but threw that out. Looking back, I would have done it the other way around, but the point is we had four energy realms, and then two more categories (presumably) the same size gives us a total of 12 realms.

Then I had to decide on levels. I noticed the limits I had placed where that the magic took time, had to happen right next to the mage, and no creation of energy was allowed. That was 3 upgrades that theoretical future levels could give, for a total of four levels. So I decided my 40 point total would be split up into four pieces, and assigned each ability the cost of 10 points each.

Did it deliver? well, it gave me a number, and all things told, the number wasn't that hard to get and it doesn't look unbalanced 

Standard Magic

An interesting comparison is comparing standard magic to realm magic. The standard magic system is divided up into colleges -- 24 of them to be exact. This is well over 12, which means we use 60 x 1/2 = 30 points for each category. 30 points to know every spell in a standard magic college, plus any that may be made up.

That's... actually not too bad. Particularly if we're using the 6 level system the book provides. Its probably a little more expensive than buying all of the spells you actually want individually, but you get the benefit of the doubt on what you can do. And at 5 points per level per realm, character building is looking pretty simple. It also provides us with what is probably better balance than the standard system, with cherry picking spells no longer on the table. Spell energy cost, the primary balancing component of the standard system, remains pretty much the same or exactly the same if you use that option.

Is Realm Magic Still Gurps?

In some ways, realm magic feels like a cop-out to many (including sometimes to me). Gurps has traditionally been about being able to both do everything and retain concrete effects and prices. Gurps is good at the blow by blow detail oriented aspect of gaming. In matters when someone gets punched in the face as opposed kicked in the stomach. So does realm magic betray us with its fluffy 'any effect within this range'?

I'm going to have to say that its very much gurps.  Realm magic still requires discrete, distinct effects. You still pay energy for those effects, and it still takes a distinct amount of time. In fact, RPM, which feels like a gurps-like system, is based in part on realm magic. Actually, the crunchiest part, the building of the cost of a ritual, is the part that takes the most from the rules for realm magic. Does it still sound wimpy and fluffy and narrative-based? It certainly earns its way back.

No, its not as developed as RPM. RPM is a worked example with the realms per-chosen, a lot of options toggled, and with a more robust pricing system, but it still has as one of two main roots realm magic. The great difference between RPM and proper realm magic using energy gathering is that you don't pay for the realms, but the skills are harder than you'd expect and quite difficult to raise. Which means that RPM is generally more finicky about balance than proper realm magic. So if you love RPM, at least go back, look at the realms, and see if it doesn't change the way you feel about one system or the other.

As for whether crunch means gurps, no it doesn't. Its not the powers system, but only one powers system really is, or two if you count sorcery seperate from magic as powers. And realms gives you all you need to build a much more complex system.

Techno Magic

When I first got Thaumatology, I was exploring gurps and I somehow got the feeling that the technomancer setting should use the standard magic system. Yes, I know, I maligned the poor system and tried to replace in in an area where it was literally the base of the setting. And I got my hands on realm magic.  Actually, I was pointed towards it by Faolyn on the GURPS Forum.

I had three types of realms:
Energy: Heat, Motion, Electromagnetism, Fuel, Mana, Life
Matter: Animal, Vegetable, Mineral, Metal, Synthetic, Elemental
Thought: Mind, Computer, Demon, Measurement, Meta-Magic

I forbade prediction of the future and creation, added magery ability that decreased distance costs, built some tables for converting between various forms of energy and the various difficulties of doing different things, and so forth. I ended up with the following costs:

magery (raw power): [5/level]
energy : [4/level]
matter : [4/level]
Intellect Magic: [3/level]
Measurement Magic: [3/level]
Meta Magic: [7.5/level]

I've used it in various places, and it feels modern, complex, and reasonably balanced. The thread where I did it is here, though I may do a proper write up in the future.

Just Winging It

Recently I saw a thread on how to stat up stone-age gods without everything getting too complicated. It was suggested to just use realm magic. My first thought was 'that sounds perfect'! The person actually running the game shied away from using it, but its still worth considering realm magic when building fast and loose characters.

I've never actually run or played a game where that happened. But it sounds like something that would work really well. The biggest problem is figuring out the right point cost for realms. You don't have time to figure out the entirety of the realm system, because you're winging it. Estimate the size of the realm, and then think about how forgiving the realm is. In some cases its helpful to think in terms of colleges from magic. Is the realm bigger than a college? how about 4 colleges? remember that colleges usually overlap. If the realm includes transmutations or effects that would be cross college, you may need to expand your estimate. When you have your estimate, divide 24 by that number and you have a number of realms to base the price on.

Did it Deliver?

We've looked at 4 different ways realm magic can be done. Were they simple? I would say they're simple enough. More to the point, they did things no other system let us do. Just as they give flexible effects, they also give a flexible set of parameters to work with. At the same time, they're at least as balanced as standard magic or RPM ... and probably more so. These aren't exactly the Gold standard for balance in gurps, but they are "good enough". And when you get down to the details, yes! this is gurps. Stats in real numbers, point costs, and oodles of customization.

So Why Don't People Use it More?

I would say simply because its in the least accessible part of a very dense (but awesome book). I did not pick up on realm magic the first time I read it. I was too excited about threshold magic, book/path magic, and ritual magic and too disinterested in noun-verb magic to really soak in this system. Which is really a gem. Its rules are worth getting to know, quite simple, and quite flexible. Most interestingly, its generic. The only system that comes as close in customization to it is the powers system.

Another reason it doesn't get used as much is because its a terrible source of inspiration: it needs an idea before it becomes useful. While it adapts well to source material, its poor source material itself. This is in contrast many of the per-existing flavor-rich systems gurps can offer. This is a feature -- because of this it can handle lot more source material, but be aware going in that you need to provide fluff and setting. 

So next time you need a magic system, ask your self if realm magic will work. You may be pleasantly surprised by the answer.

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