Showing posts with label divination. Show all posts
Showing posts with label divination. Show all posts

19 April 2015

Your input needed for the direction of this blog

As I mentioned last week, I've been getting a fair amount of traffic from around the world. But one thing I've noticed is that, by far, the posts that are getting the most views are the Board Game Reviews. I've published 85 entries in this blog so far (this entry is number 86).

Entries Number of entries Percentage of total entries Number of views Percentage of views
Total Entries 85 100% 2201 100%
Board Game Reviews 19 22.4% 1647 74.8%
Other entries 66 77.6% 554 25.2%

Anyone can see that there is clearly a massive disparity there. Obviously, people are coming to my blog for the board game reviews (interesting note: so far, my review of Storming the Castle has the most views, with 358, followed by Anima: Shadow of Omega with 340, then Three Musketeers: The Queen's Pendants at 221). Not many people seem to care about my other entries (the largest page views on the non-Board Game Review entries are the ones I wrote about new GURPS divination spells (part 1 had 38 views, and part 2 had 121).

So my question for you good people is this: Should I stick to writing only board game reviews? Or do you think I should keep doing what I'm doing and let the traffic go where it will regardless of what I'm writing?

Please leave your response in the comment section below. I'm really looking forward to hearing what you lovely people have to say!

Until next week,

Game on!

16 March 2008

GURPS Divination: part 2

This week, I'm going to return to the GURPS Magic System for the Divination spell. If you need to review so you know what I'm talking about, you can read the original post. This week, I will detail those variations that involve telling the future by observing an event. We start with:

Alatimancy – This is one of three forms of divination involving salt. The first (alomancy) was detailed in the original post, and dealt with patterns in scattered salt. This variation is the reading of patterns formed in salt deposits left behind by the evaporation of salt water. It requires a special ceremonial bowl, and takes several hours (often a full day or more, if there is a large amount of water). The amount of water used depends on the nature of the question, as well as the level of detail desired. Prerequisites: 3 Water spells and 2 Earth spells.

Anthracomancy – The observation of burning coal. Any coal will do, so long as the spell is properly enacted before igniting the coal. The spell requires at least an hour of observation. The answers to the caster's question are obtained by watching the movement of the coal and the behaviour of the fire as it burns. Prerequisites: 5 Fire spells and 3 Earth spells.

24 February 2008

GURPS Divination: part 1

For those of you not familiar with the GURPS Magic System, here's an overview. The spells are divided into colleges, such as Animal, Mind Control, Necromantic, Elemental: Air, Elemental: Fire, Food, Healing, and so on. Most spells have a prerequisite. That is, you need to learn certain other spells before you can learn this one. In each college, there are one or more "basic" spells, that anyone can learn (only mages can actually cast the spells unless you're in a high mana zone, but anyone can learn them). These basic spells are very simple spells with no prerequisites, and in turn are the prerequisites for more powerful spells, which are the prerequisites for even more powerful spells, and so on.

Some have options ("Hide" can be learned using either "Forgetfulness" or "Blur" as prerequisites), some have non-spells ("Activate Runes" requires the "Rune Lore" skill), and some spells require that you be a mage (that is, you have purchased the "Magical Aptitude" advantage). Some spells require a certain number of spells from a specific college, but it doesn't matter what those spells are.

I mention this because I want to discuss the "Divination" spell. The spell itself is pretty straightforward: you cast the spell, and if successful, you receive answers to a question concerning the future. The exact method of doing this varies, and the prerequisites for the spell depend on the method you choose for your character to cast the spell. It lists several examples, from the mundane and standard (such as Astrology, Crystal-gazing, Tarot) to common but less mundane (such as Haruspication – examining the entrails of an animal) to the less common (Belomancy – throwing a bunch of arrows into the air and divining the answer from the pattern in which they land) to the bizarre (Molybdomancy – pouring molten lead into cold water and examining the resulting shapes).