Spirits as main influence for a RPG game

Too add My seeting's cosmology will only have 3, maybe 4 planes, the material, limbo and spiritworld (my version). Still working out how the merging will be like.
 

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If you can find them I would suggest GURPS Technomancer and GURPS Cabal. I combined these two with GURPS IOU for a wild anything-goes style game. It was set in modern day but I downplayed the silly aspect and played up the wierd/scary aspect. In the Technomancer universe the Cabal has existed in some form since before recorded history. They used to control the world through spells and arcane secrets known only to the order. The height of thier power was ancient egypt. Then all the magic on the material plane went away. Fast forward to July 16, 1945. The first atomic bomb test at the Trinity site in New Mexico tears open a rift in the fabric of the universe. Magic is back. The Cabal has not been idle but they have been laying low. From thier fortress on the astral plane they have kept the knowledge safe till it was needed. In Alberquerque they established Illuminati University (its not really called that in public, its more of a nickname for those in the know) with the end to train the next generation of mages to return the Cabal to its rightful place as the secret masters of the world.
 

I'm not sure if this will help you or not, but try taking a look at Green Ronin's "Shaman's Handbook". Shamans are new base class, the main job of which is to be the mediator between the material and spirit worlds.

They're presented as assuming a more technologically primitive culture as their base than the default D&D norm. I would assume that in a world like yours, though, they would still be a very much in demand profession no matter how the tech progressed.
 

Both GURPS Spirits and GURPS Voodoo can be used to run games where the only 'magic' is spirit-oriented, and they work really well, too.
 


The Spirit World is one of the three Otherworlds in Glorantha, which has hosted RuneQuest and now (the totally different, and wonderful) HeroQuest. Greg Stafford is a shamanic practitioner, so the understanding that informs HeroQuest's animist magic chapter is persuasive and authentic.
 

MerakSpielman said:
I don't know if it will help much, but I worked out a similar system for my campaign. There are two worlds - the real world and Otherworld. All outsiders, fey, elementals, etc come from aspects of Otherworld. I started a thread about it here in General, but the boards are loading too slowly for me to be able to find it and link to it right now.

I like to see what you came up with.
 

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