I'm looking for a game that has these things. . .

Not to *just* toot my own horn but my Nexus D20 system does many of those things. It has fast but fairly gritty combat.

I have a really good magic system based on novels and comic books and not vancian magic. Each power is a skill with a set of feats under it. So the basic power is something like Fire and then the feats are new ways to use the basic power. So if you want to you can have just that power. Or you can get several powers such as Astral, Shadow, and Fire, or whatever you want. Now there is also the Sorcery power that allows you to take other powers as feats. Then you gain the ability to buy Fire feats and use the Fire power but as a ritual action (Complex Action). So if you have the power directly then most of the actions are simple actions and you do them faster, plus you gain an immunity to even natural Fire based on how good you are with Fire. If you just have it as a sorcery feat then you don't gain the immunity.

You could run a Buffy style game where most magic users have Sorcery and Telekinesis. You could run Shadowrun with Sorcery and Astral. You could run Raven from Teen Titans as Sorcery and Shadow and Shift. You can create a Warlock with Totemic and Sorcery. etc.

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Savage Worlds. . . what's the reasoning there? Other than being able to "genre hop" (neutral score for that) - what does it bring to a classic "fantasy a la modern literature" type campaign? Oh, and is it "scalable", from peasant to demigod, or something roughly equivalent?

I think it fits pretty much all of your criteria as listed in the OP. I think it's pretty scalable although I'm not sure what your definition of a "demigod" is.

Also, it's very inexpensive as the core book is only $10. I've been running a successful fantasy game with it for the last several months. Although I did pick up the Savage Worlds Fantasy Companion at GenCon it is not required to run that sort of game.
 

Interesting, but reasonably fast combat, on physical, social and spiritual levels, with some "real" consequences from each, or close enough. Wounds, stress, fatigue, etc.

The classic "battle of wills" as something that can, and will, happen (courtesy of mage or psychic types, probably) and be interesting (i.e., detailed enough, by default).

Magic that has the feel of that found in many fantasy novels (not Vance's. . .), except playable too.

A neat, streamlined, fairly balanced system that scales well from "commoner" to demigod or so, and that isn't paying homage to any previous game(s), just for the hell of it, or to appeal to dedicated players of such as potential customers. A game that's simply as good as it can be, regardless.

Savage Worlds. . . what's the reasoning there? Other than being able to "genre hop" (neutral score for that) - what does it bring to a classic "fantasy a la modern literature" type campaign? Oh, and is it "scalable", from peasant to demigod, or something roughly equivalent?

Not sure which literature you're referring to but I'll see if I can answer some questions about Savage Worlds (SW).
Scaling: PCs start as Novices (unless the GM starts the game more experienced) and mostly feel like it. They're still heroically capable, being the protagonists, but that's mostly their heroic spark and not exceptional skill. The base rules scale to Legendary (about on par with level 10 D&D), where they have become major players in the world, movers and shakers, but are still mortals that can be felled with a single lucky arrow. At least one setting scales past Legendary and literally into Demigod, and the linked version is a free "preview" that gives you enough to do that.

Combat: Given the open-ended nature of damage rolls and the relative fragility of all characters (toughness 14 is TOUGH, but lots of attacks do 2d8 or more damage), fights tend to resolve quickly. This encourages clever tactics to increase survivability, and the rules have a lot of basic options and guidelines for more complication choices. I find it interesting and fast and that it gets better when some are willing to spend actions making the team more effective. While I've seen complaints to the contrary, the described combats would be boring in any game system because none of the players (GM included) was doing anything beyond "I attack him".

Social / Spiritual conflict: Tests of Will are a base mechanic, as are extended checks. While a complex, abstract, social combat system isn't inherit to the system, the Chase rules (which are involved and abstract but fun) can be adapted to the purpose pretty easily.

Damage types: The system uses Wounds and Fatigue levels, both of which lead to incapacitation. Each wound imposes a -1 to all Trait (skill and ability) checks and speed (max 3), with fatigue applying a -1 per level (max 2) to Traits. It also has a stress / terror mechanic that's fast, simple, and effective, with several longer-term Call of Cthulhu-style madness tracks available in various supplements for campaigns that benefit from that style.

Magic: Powers tend to seem bland, at first, because they are presented as simple effects without innate flavor text. For players coming from D&D, this seems really stupid, but it's actually pretty clever. Essentially, all powers use the same mechanics, with the look and feel differing between types of magic and individual casters. The types use slightly different Arcane Backgrounds, with a couple differing game mechanics, but the powers are almost the same.
One wizard can send forth a barrage of magic missiles, an arrow of acid, a swarm of stinging bees, and three rapid-fire bolts of fire; each one is a different set of trappings (and a different instance of) the Bolt power, used because the descriptors (Force, Acid, insect stings, and Fire, respectively) are each useful in different situations and not useful in others.
Power limitations are Power Points (manna pool) used to power individual spells. Expanding power lists and increasing power points is done by acquiring new Edges as the character advances.

Overall, it's flexible, fast-playing, and very easy to GM (foe creation is fast and unrestricted, and you're encouraged to give creatures unique abilities that aren't found anywhere in the books but are appropriate to your story and your concept of the creature).

If your really need orcs and elves and such then you can pick up the free fantasy supplements from the Pinnacle website. If you don't then don't worry about it.

Good luck. Was that helpful?
 



It's out then. One core book, or two if it absolutely has to be. No supps, as I said.

You don't need any supplements at all to run a GURPS fantasy game. There is a pretty robust magic system (and psionics system, if you want that) in the Basic Set. The supplements add additional options for customizing your game and to add specific genre conventions, but are not really necessary, at all.

GURPS really is a toolkit system, though. The GM will have to determine what parts of the game are or are not being used, and inform the players, so that they don't have to go through all of that material, most of which will not apply to their characters.
 

Magic: Powers tend to seem bland, at first, because they are presented as simple effects without innate flavor text. For players coming from D&D, this seems really stupid, but it's actually pretty clever. Essentially, all powers use the same mechanics, with the look and feel differing between types of magic and individual casters.

Trappings is what really makes the system hum on the magic side. Here are a few that have come up in my games (and I am a recent convert):

  • Tarot - this was an enemy - using tarot cards and powers
  • Goblin shaman that would set a minion on fire to run into the crowd and explode (ala fireball)
  • From the E to Castle Ravenloft, I use Entangle power with the Entomber - scared the crap out the PCs when they found themselves underground and suffocating
  • Using dark spirits as the trappings for the fallen Cleric Donovich (again EtCR).
  • Chamberpots - yes, a bit of a spoof. Part of a negotiation with gypsies resulted in the sorcerer buying a chamberpot. We have joked about that becoming the trapping base
  • I ran a Goblin Boomer - an alchemist which some more classic trappings making arrows/sling ammo


It really shines for GMs - you can have all sorts of fun with the trappings to set the mood for an enemy spellcaster.
 

You don't need any supplements at all to run a GURPS fantasy game. There is a pretty robust magic system (and psionics system, if you want that) in the Basic Set. The supplements add additional options for customizing your game and to add specific genre conventions, but are not really necessary, at all.

GURPS really is a toolkit system, though. The GM will have to determine what parts of the game are or are not being used, and inform the players, so that they don't have to go through all of that material, most of which will not apply to their characters.

This is absolutely true, I thought I'd made that clear on my first post's first sentence, "To play GURPS as a fantasy system (which is the only way I've ever used it) you need the two core books only." I just realized with this quote above that it's been dismissed though...

GURPS really does not need any of the books I mentioned besides the basic set (2 core books) to run fantasy, I merely listed them and why it would be great to buy those supplements - mostly just making your life as a GM easier, but they're totally optional. GURPS is a great system for fantasy too, as it allows you to run from the "gritty & realistic" lowest of the low fantasy, to the "cinematic & absurd" highest of the high fantasy. You just need to apply the optional rules in the core books correctly.

As for GURPS being a toolkit, after getting into HERO system, I simply have to disagree on that one. But that's another topic for another thread.



Another option you might consider, is HERO system. Quite frankly, I love GURPS and played it almost exclusively for years. It really is that good of a fantasy system to use. However, I recently converted to HERO, and here's why...

HERO allows you to build any, and I mean ANY magic system you can imagine. You want Vancian (I know YOU don't, but, just an example)? You got it. You want traditional tribal/shamanistic magic that works exactly the way you think is should work mechanically? You got it. All you have to do is build it and the rules for that a laid out in the core set (2 books for 6E). I love toying around with lots of different and unique magic systems - this was a HUGE sell for me.

HERO otherwise, is almost just like GURPS (and I've already stated I loved that so, no surprise I'd like HERO here), it's a point-buy system, had advantages/disadvantages (though named slightly differently and broken into various categories - which GURPS is headed this way anyhow as of 4E). HERO is also much more flexible than GURPS with character creation. It is also a true "toolkit" rpg in that you have to essentially "build the rpg" you want to play from the rules laid out within the core books. That may sound bad - but it's :):):):)ing awesome in practice - sure it requires a good bit of upfront work from you the GM, to get the game up and running - moreso than most other RPG's at least, but for that price you get exactly the game you want, no compromises, no "oh well, I'll live with it - which I did do with GURPS sometimes. EXACTLY what you imagine is EXACTLY what you get, and I for one, :):):):)ing love that - and cannot say enough good stuff about it.
 

Interesting, but reasonably fast combat, on physical, social and spiritual levels, with some "real" consequences from each, or close enough. Wounds, stress, fatigue, etc.

Fate based games, from fudge base and developed from Spirit of the Century (Srd Here) have consequences of any imaginable styles and can do physical, mental and social fights with equal speed with really nice feel.

Aus_Snow;5314733The classic "battle of wills" as something that can said:
Most Fate games have duels of wits, for fantasy there is Legends of Anglerre and for more generic sense Strands Of Fate that has the option to add your own stress tarcks like Mana, Soulfire etc.

Aus_Snow;5314733Magic that has the feel of that found in many fantasy novels ([I said:
not[/I] Vance's. . .), except playable too.

All Fate games use aspects, that have positive and negative game effects to flavour your magic, and therefore produce unique feel, if still balanced effects.

Aus_Snow;5314733A neat said:
any[/I] previous game(s), just for the hell of it, or to appeal to dedicated players of such as potential customers. A game that's simply as good as it can be, regardless.

Both anglerre and Strands can go from commoners to demigods with realtive ease. The higher ups need some system knowledge though and some power aspects are a bit meta in feel, but they can be done. And even teh higher ups are fast and fun to play. :)

Cheers
 


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