So, who else has bought GURPS Banestorm?

RuleMaster said:
As a spellcasting system I recommend Mythic Earth (http://www.rpgnow.com/product_info.php?products_id=5531&) - it should be more GURPS-like in the feeling as the core spells.

Sounds interesting - though "default" GURPS magic doesn't really differentiate between different magical traditions. But the setting is flexible enough to handle different styles of magic, I'd say.

The main thing to remember is that there is no known source of "divine magic" - the true nature of the Allmighty is as mysterious on Yrth as it is on our world. In most cases, being a priest only gives you a special status in society, and not any supernatural powers - though sometimes mages become priests, especially in cults where mages are worshiped...
 

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Jürgen Hubert said:
Sounds interesting - though "default" GURPS magic doesn't really differentiate between different magical traditions. But the setting is flexible enough to handle different styles of magic, I'd say.

The mechanics themselves, which allow you to define the spells, don't differ, regardless which tradition you are using. The traditions define the access of the skills and modify rituals and mishaps. There is no magic source defined, so you can subtitute it with anything you want (but the default seems to be suitable for Banestorm). Look into the E.N. Publishing forum for some threads regarding EOM-ME.
 

Jürgen Hubert said:
Any ideas on the specific region where you will set the campaign?

there was a discussion over on Pyramid on this - the result:

The campaign will start in the area to the northwest of Quartedec, between the border to Zarak and the Emperor's Wall. I've decided that the new town on the northwestern coast there is an up & coming trade center on the coast (financed and bolstered by the gold from the River Baran in the 80s & 90s), which is also a first stop for fur traders from the Nomad Lands *and* probably makes for a prime entry point for spies and refugees - and the occasional smuggler/trader - from Sahud.
On the Pyramid boards the name New Serenica was proposed for this down (due to the possible influx of silk and other sahudese goods), but I'll probably name the place Port Reno (reno=fur in latin) since trade with the northmen will have been in practice there far longer than any economic exchange with Sahud.
 


Started reading it last week. So far so good. Nothing too much of a departure from the previous material. Love the new look and feel of it save for the maps, which honestly, look third rate. Maybe it's just I'm so used to Ed's maps or the maps from WoTC but these maps don't do it for me.

Good thing is it doesn't look like you need GURPS Fantasy or GURPS Magic, but it does look like G:Magic would give you a ton more options.
 

To answer Jürgen's original question, I bought it from Amazon.ca a few weeks ago. It arrived with the rest of my order (the whole GURPS 4e line except for Infinite Worlds) last week. It was my birthday present. I'm turning 34 tomorrow.

Anyway, I liked what I saw. I'm unsure if I'll actually manage to run a campaign in it, but the concepts were interesting.

I must agree with JoeGKushner, though. I really do not like the maps. I just can't seem to be able to read them properly.
 

Guillaume said:
I must agree with JoeGKushner, though. I really do not like the maps. I just can't seem to be able to read them properly.
The maps in this new book look like they were drawn with crayons, and the terrain looks like it was molded from claydough.

:(

SJ Games really screwed up on this one, here; because, while I think Yrth (Banestorm) is one of the best fantasy medieval/Renaissance worlds ever produced, I also think maps are a critical component of a role-playing campaign world.

BTW: What's with this trend in the industry, where a folded poster map is no longer included with a campaign world book? Increase the price of the book by a couple of dollars, if need be – but a poster map of the campaign world, to lay out on a table and show the players, is a must have!
 
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