From: | "Paul J. Adam" <shadowtk@********.demon.co.uk> |
---|---|
Subject: | Re: blood spirits |
Date: | Sun, 22 Sep 1996 16:15:54 +0100 |
Neidengard <mneideng@****.caltech.edu> writes
>
>This is the part where I challenge FASA to come up with a good reason why
>the "bad guy" NPC's should be able to do something the players can't. =|
The
>local crew has implemented the solution of totally ignoring Blood Magic, but
>I suppose that, since ShadowTK is canon-based, it can't be _entirely_
>ignored...
I guess it comes more easily if you play Call of Cthulhu as well as SR
:) All kinds of things that your evil cultists can do, that a PC can't
(for long, anyway...)
My take would be that it's like playing an insect shaman: the powers you
deal with are just too potent for you to be able to control. I _would_
let a player use blood magic, but on the condition that it was the
beginning of the PC's demise (either to die, or become a NPC under my
control) and I'd want a good player to roleplay the loss of control and
sanity involved.
--
"There are four kinds of homicide: felonious, excusable, justifiable and
praiseworthy."
Ambrose Bierce, "The Devil's Dictionary"
Paul J. Adam paul@********.demon.co.uk