Some Interplay Spells

A very nice friend sent me a PDF of the old Metagaming magazine, Interplay. I had always meant to go dig those up or find them on the interwebs, and this inspired me to go find the rest. I did not get a chance to read them back in the day, which is a shame–they are fun reads. One of my goals was to republish info from them–and here you go…

I think one of the things that GURPS got right in its magic system vs. The Fantasy Trip was the concept of spell durations and casting times. With its roots as a tactical combat system, The Fantasy Trip treats almost all spells as lasting just one turn–5 seconds–and taking one turn to cast. GURPS took things a step further and added varying durations and casting times to each spell. That adds more bookkeeping, yes, but it also added some depth to the magic system.