Ardenas Barehand:
I've only skimmed GURPS Sorcery, haven't read the underlying works (Ritual Magic, Powers) in any detail, and don't really understand the ritual magic system...
RPM (Ritual Path Magic) has nothing to do with Sorcery.
The types of Magic currently in
GURPS (TTBOMK):
Spells as Skills: Vanilla
Basic and
Magic magic spells.
Spells as Powers: Sorcery ala
GURPS 4th Thaumatology Sorcery, and Chinese Elemental Powers ala
GURPS 4th Thaumatology Chinese Elemental Powers. These are both different, and yet the same. They are same in that that is magic built using Advantages, different in that Elemental Powers is very much building the powers in themes but not under a singular all encompassing "Power Talent" where Sorcery is all wrapped under the Sorcery Talent. Also while Elemental Power uses a variant of Alternative Abilities that work differently, Sorcery is all about the AA.
Ritual Magic: This is further subdivided into two similar, radically different branches; Effects Shaping and Energy Accumulation. Effects Shaping is the Path/Book system in
GURPS 4th Thaumatology and Incantations from
GURPS 4th Dungeon Fantasy 19 Incantation Magic. They are virtually identical, Incantations is just more versatile and has more development. Energy Accumulation is
GURPS 4th Thaumatology Ritual Path Magic, and Jason Levine has since come to lament calling it that as people keep confusing it with Path/Book Ritual magic (which is why people are calling it Path/Book instead of Ritual Path like we used to). The difference between RPM and Incantation/Path-Book magic are subtle and vast, as are their identical natures... and that's a terrible way to put, but the only simple way. In a nutshell with RPM you figure out the ritual* and this tells you how much energy it will take to cast, at which point if you have the energy you roll to cast the ritual, otherwise you must accumulate the energy (hence Energy Accumulation). This can be quick or very time consuming. With Effect Shaping you figure out the ritual* and this tells you how long it will take to cast, you can adjust this time up or down based on taking skill penalties or bonuses, but that's it. Both types can precast spells and "hang" them as charms or upon themselves (hence the Vancian feel of Incantation, and I got a very similar feel in a campaign I ran using RPM by making a small change to it's system).
The other types of magic (Alchemy, Runic, Syntactic, etc) are either minor variations of the above or just freeform.
* Which use, yet again, very similar but also different systems.
quote:
...but at least in the one game I've played that included Powers (when 4th Ed. was new), it seemed very much as if Powers and Magic weren't intended to be used together, because they were poorly balanced against one another.
I really hate hearing "poorly balanced"... It's kind of a meaningless statement. Are they balanced against one another? Ehhh... kinda? They do different things in entirely different ways. They can work fine together if the campaign takes into effect that the ways each system works is different and doesn't try to just "run" as though one is the right way and then expect the other work just as well.
For instance I ran a campaign using Spells as Powers and RPM, and it worked fine despite those being as far apart flavor and rules-wise as possible.
quote:
I like the idea of having multiple magic systems available (I'm a big fan of the Ethshar series by Lawrence Watt-Evans), but I've have to spend considerable time studying the "magic as powers" model before I'd be comfortable mixing them in the same campaign.
They're already used in this game. Jocelyn has Magical Bolt which is pure "Spells as Powers".
(At least I suspect she has that power). Now, admittedly, for the most part, this campaign is using Spells as Skills for all casters, but the precedent is set. And Jareth is slowly buying Psi powers, which are Spells as Powers under a different name and flavor.