Ardanian Magic, Part 3: Academic Ritual Magic

Master of Arts, Intellectual Philosopher of the Arcane, Learned Sage of All Things Magical: Such garnished titles can often be heard in reference to the Ardanian wizards of the world.  Contrary to Elves, the vast majority of mages in Ardania put their effort into the scholarly study of Thaumatology, focusing on specific paths such as Body Control, Fire, and Sound.  This ritual magic system is the topic of this final post in this short series on Ardanian Magic. Continue reading

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Ardanian Magic, Part 2: Elven Magic

Elves…the name alone brings to mind stories of magic and of a people in tune with nature and the world around them.  Proud and haughty, their ancient history is filled with deeds of wonder and mystery.  Thus are the elves of Ardania.  This post will focus on the magic system which defines their culture and their way of life. Continue reading

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Ardanian Magic, Part 1

I’ve been slack in posting, but there hasn’t been much by way of updates.  Three of my four players have been out of town for the past week, so we haven’t continued with the campaign.  I’ve taken opportunity during the lull to work on game world design, specifically the magic systems of Ardania.  The standard magic system in GURPS works great, and the list of available spells is extensive.  But it’s plain, lacking in color and excitement.  I was looking for something more vivid and memorable, something requiring more role-playing on the players part, and something to make magic more central to the story. Continue reading

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Hiking, Running and Daily Travels

How fast can a character walk in an hour? You would think such a simple question would have a simple answer. GURPS provides rules for Hiking, but the daily milage seems much too high. For example, a character with Move 5 can hike 50 miles in a day. Really? Yep, that’s what GURPS Basic Set Campaign, page 351, says. However, that answer leaves out some important details, such as how long the PC is hiking, or how fast. Continue reading

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