I drove myself to work on Eye of Qlippothim this weekend, mainly sitting down at the computer to continue pulling together the various bits of magic systems from all over GURPS Thaumatology to create a flexible, open-ended alternative to the standard GURPS spell system.
Picking Up the Threads
It’d been a while since I worked with the rules document, so I found myself scratching my head in a few places. “Why did I do that? Is it supposed to be a skill modifier, rather than margin of success?”
Originally the plan was to use margin of success as the determining factor for all of a spell’s parameters: how long it lasts, the area it covers, how far it goes, all that. However, I also want to use the familiarity table for range. Instead of worrying about physical distance, a wizard has to be symbolically close to their intended subject: know them intimately or have a link to them, like a treasured lucky charm or sample of blood. If this system is intended to encourage players to accumulate lots of sympathetic modifiers, which it is, then it seems wise to prompt that upfront. Damage and duration can run off margin of success, because they should be unpredictable. But players should be able to judge with more accuracy whether their spell will hit its target, so I think it’s sensible that range work as a skill modifier, so they can figure right from the get-go what kind of bonuses they need to collect to offset penalties.
Organizing My Thoughts Through Rule Aids
In addition to a document collecting and organizing the various rules bits for this system — for which I still haven’t settled on a name; Decanic Realm magic? Hermetic Realm magic? Hermetic Astrology magic? — I’ve been working on GM screen inserts and a “quick and dirty guide to casting magic” sheet for players. One could argue I am putting the cart before the horse, creating accessories before getting the rules completely sorted out, but I’m finding it helpful.
Not only do I vary the work, so I’m not constantly focusing on making all the disparate rules align, which is my least favorite part of the project, but creating the player aid helps me get the process organized in my head. I realize there are missing steps, or that it makes more sense for figuring familiarity range to go before rolling the dice, and so on.
Until the rules and players collide in a playtest, I don’t think I can make much more progress on them. That won’t happen until Fall-loha at the earliest. So now I will turn back to character creation — I have a healthy list of concepts brainstormed over the weekend and I have GURPS Cabal to plunder for its own concept list — and developing the plot and non-player characters; the latter’s always a rough spot for me. I’m trying hard this time, I promise!
 Incidentally, I decided to do this screen in landscape orientation. Whether I buy the premade screen by Hammerdog Games or build my own out of foamcore, I think I will prefer the lower height, which allows my voice to carry and hides less of the table from view. On the downside, I’ll have to create my own front-side inserts, as there aren’t any genre-suitable landscape screens to repurpose, but that’s not a big deal. I already have some ideas in that direction.