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Message no. 1
From: Jeremiah Stevens <jeremiah@********.EDU>
Subject: Re: Controlling Mages
Date: Wed, 5 Nov 1997 19:39:10 -0500
>
> Yes they do, and I don't like it. The very idea of a speed mage is
> ludicrous; which is why in my game initiative boost spells do not
> exist. Speed is for the sammies, and the physad.
>
In that case, it would seem logical for a mage to just suck the essence
drain and get some cyber- or bioware. Magic could be regained through
initiation, and I would suspect that in such scenarios, that that is the
only way a mage could stay alive.

Also, why don't increase reflex spells exist in your game? Removing
something simply because 'speed is for the sammies, and the physad' makes
no sense in game terms. Like I have said before, a mythical game balance
is one of the worst excuses for changing rules, especially something as
major as removing an entire type of spell effect. If you have a consistent
magic system, one can only imagine the collateral effects of such an
action. What would be the effects of the lack of this spell effect on
other increase attribute spells, especially quickness and reaction?

Finally, how does your decision affect the combat mage archetype? The
entire idea of the combat mage is that magicis just a potent weapon as
cyberware and a gun, and that a competent mage could easily hold his own
against a sammie, physad or other combat oriented character. Your mages
would seem to come across as more of the stereotypical **&* mages, who
spend all their time studying arcane arts without learning any combat
oriented skills. Thus, an advanced mage who goes solo against even a base
level sammie with wired-3 would be toast, as the sammie would usually have
about two actions to go before the mage could even duck. Even if the mage
was able to suck most of the damage, the sammie would have enough sense to
get out of LOS before the mage had a chance to react. Your system seems to
be very mage unfriendly for combat syatems. I just hope you don'y play
your NPCs with the 'geek the mage first' strategy.

Now, in more general terms, there seems to be a very strong anti-mage
sentiment on ShadowRN, with almost every post about magic arguing for some
new limitation to be placed on magic. This seems indicative of very
uncreative GMing; if the only thing a GM can think of to control mages
from becoming too 'powerful' is to remove spells or otherwise alter the
mechanics of the game in some way, I would argue that that person should
not be GMing. The SR magic system is flexible enough that mages can be
controlled in a great many ways.
Too many spell locks? Simply have the enemy mages attack them the first
chance they get. After a while, that 45,000-90,000 NY per lock gets
expensive, especially if you run a low NY campaign.
Quickened spells? Well, first a mage must be an initiate, and the GM can
have all sorts of fun with initiate groups. Even self-initiation can be
interesting, although the high Karma costs often make it prohibative for
more than one or two grades.
Also, anything a PC mage can do, the NPC mages can do better. Not only
will NPC mages have locked or quickened increase reflexes, but they will
also have decrease reflex spells. Now, I am not saying that the best way
to handle powerful PCs is with simple escalation of power, but the
enemies, especially if they are corps., governments or other powerful
entities should always have a greater depth to their defenses than the PCs
can muster for their offense. For example, one mage might be dedicated to
astral combat, attacking locks, quickenings and other astral entities,
while another might be devoted entirely to health spells, both beneficial
to his side and adversarial (those decrease attribute spells are really
nasty, especially decrease charisma -4)
Finally, the easiest way to control mages is to run low Karma campaigns.
Message no. 2
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Wed, 5 Nov 1997 21:36:23 +0500
On 5 Nov 97 at 19:39, Jeremiah Stevens wrote:

> >
> > Yes they do, and I don't like it. The very idea of a speed mage is
> > ludicrous; which is why in my game initiative boost spells do not
> > exist. Speed is for the sammies, and the physad.
> >
> In that case, it would seem logical for a mage to just suck the
> essence drain and get some cyber- or bioware. Magic could be
> regained through initiation, and I would suspect that in such
> scenarios, that that is the only way a mage could stay alive.

If a character wants the speed, that is what they do. It is the path
of the burnout.

> Also, why don't increase reflex spells exist in your game? Removing
> something simply because 'speed is for the sammies, and the physad'
> makes no sense in game terms. Like I have said before, a mythical
> game balance is one of the worst excuses for changing rules,
> especially something as major as removing an entire type of spell
> effect. If you have a consistent magic system, one can only imagine
> the collateral effects of such an action. What would be the effects
> of the lack of this spell effect on other increase attribute spells,
> especially quickness and reaction?

I guess I should clarify this. I did not remove those spells because
of game balance. I have never been one to be scared of anything the
players can do. I took them out because they don't "feel" right to
me. I have never -NEVER- read any novel or story that had a speed
mage in it. Speed is always something that is equated with the man
who is part machine, or with the warrior who has unnatural reflexes.
Mages are raw power. That is why they are feared. And no one in my
game has ever had a problem.

> Finally, how does your decision affect the combat mage archetype?

It doesn't. Area effect spells are quite effective to take out
multiple targets. Sam can't do that as well (short of explosives).
Sam can't fight the spirits effectively. Combat mage can. And from a
distance. That is what a mage is to be. Power. Not speed.

> The entire idea of the combat mage is that magic is just a potent
> weapon as cyberware and a gun, and that a competent mage could
> easily hold his own against a sammie, physad or other combat
> oriented character.

Exactly.

> Your mages would seem to come across as more of
> the stereotypical **&* mages, who spend all their time studying
> arcane arts without learning any combat oriented skills.

Not so. I don't see what this has to do with speed, though.

> Thus, an
> advanced mage who goes solo against even a base level sammie with
> wired-3 would be toast, as the sammie would usually have about two
> actions to go before the mage could even duck. Even if the mage was
> able to suck most of the damage, the sammie would have enough sense
> to get out of LOS before the mage had a chance to react. Your system
> seems to be very mage unfriendly for combat syatems. I just hope you
> don't play your NPCs with the 'geek the mage first' strategy.

I don't want to start a who is better thread, so let's not go there.
Do you really have a lot of instances where a sammie appears from out
of LOS on his action, attacks the mage, and disappears before the
mage can react? That is just silly. My players have always been
sensible, and take care to watch the mage in the party because they
know up close and personal, he is toast, but from a distance, deadly.
That is how mages have always been depicted in the stuff I've read,
and I guess that is why I am biased.

> Now, in more general terms, there seems to be a very strong
> anti-mage sentiment on ShadowRN, with almost every post about magic
> arguing for some new limitation to be placed on magic. This seems
> indicative of very uncreative GMing; if the only thing a GM can
> think of to control mages from becoming too 'powerful' is to remove
> spells or otherwise alter the mechanics of the game in some way, I
> would argue that that person should not be GMing. The SR magic
> system is flexible enough that mages can be controlled in a great
> many ways.

Here I couldn't agree more, and it is an observation I have made
myself. But it is not the basis of my decision to remove initiative
enhancer spells.

Hope that clears things up.

--
===DREKHEAD==================================drekhead@***.net====
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=================================================================
Diplomacy - the art of letting someone have your way.

-----------------------------------------------------------------
Message no. 3
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 10:11:12 GMT
Drekhead writes
>
> I guess I should clarify this. I did not remove those spells because
> of game balance. I have never been one to be scared of anything the
> players can do. I took them out because they don't "feel" right to
> me. I have never -NEVER- read any novel or story that had a speed
> mage in it. Speed is always something that is equated with the man
> who is part machine, or with the warrior who has unnatural reflexes.
> Mages are raw power. That is why they are feared. And no one in my
> game has ever had a problem.
quoted to note i swa it.

>
> > Finally, how does your decision affect the combat mage archetype?
>
> It doesn't. Area effect spells are quite effective to take out
> multiple targets.
ture.

> Sam can't do that as well (short of explosives).
IPE grenades are typically better, and area effect spells have a
distinct minimum range that more than 'across the alley'.

> > The entire idea of the combat mage is that magic is just a potent
> > weapon as cyberware and a gun, and that a competent mage could
> > easily hold his own against a sammie, physad or other combat
> > oriented character.
>
> Exactly.
>
Generally the mage will only hold his own against this sort of thing
if he makes an equal investment in combat. Even by the book a 'pure'
magician (ie no cyber) will generally not beat a sammie in a
'standup' fight (ie if say they meet in some corporate corridor)
Without inc reflexes spells the mage is just plain dead.

> > Thus, an
> > advanced mage who goes solo against even a base level sammie with
> > wired-3 would be toast, as the sammie would usually have about two
> > actions to go before the mage could even duck. Even if the mage was
> > able to suck most of the damage, the sammie would have enough sense
> > to get out of LOS before the mage had a chance to react. Your system
> > seems to be very mage unfriendly for combat syatems. I just hope you
> > don't play your NPCs with the 'geek the mage first' strategy.
>
> I don't want to start a who is better thread, so let's not go there.
> Do you really have a lot of instances where a sammie appears from out
> of LOS on his action, attacks the mage, and disappears before the
> mage can react?
No but if you give the mage no boosts the 'character turns corner, oh
frag sammie, roll suprise, (ok your not totally suprised [and thats
lucky], roll initiative, ok 7, he goes in 20, shoots you (big
clatter. uh dodge), fine in 10 he shoots you again, ... uh no combat
pool, uh THUD.' is all to easy. Sure you may claim the mage could
have had clairvoyance, invis etc etc but there are times those
attract too much astral attention. If you as a GM are prepared to
cope with the magician player simply block turning down various types
of runs because they are too risky fine your ideas could work but you
better be prepared for for magician to refuse to penetrate places
because the 'risk of meeting a sam toe to toe is unreasonable'. At
which point its no game because the mage who is forced to be slow
only fights sammies when he knows he can drop them before they know
about him (because otherwise hes dead).

> That is just silly. My players have always been
> sensible, and take care to watch the mage in the party because they
> know up close and personal, he is toast, but from a distance, deadly.
> That is how mages have always been depicted in the stuff I've read,
> and I guess that is why I am biased.
>
Yes given the right game and understanding players it works, but not
every game has a good fair GM and all good understanding players who
will work to ensure they don't end up boring others senseless.

Mark
Message no. 4
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 12:35:03 GMT
Jeremiah Stevens writes

> In that case, it would seem logical for a mage to just suck the essence
> drain and get some cyber- or bioware. Magic could be regained through
> initiation, and I would suspect that in such scenarios, that that is the
> only way a mage could stay alive.
>
agreed in the general case. What works in one campain (where the GM
allows for the fact that all uncybered magicians are slow) is often
not applicable in the general case. The other problem is having
decided all magicians are slow if you get a PC mage with cyber
boosting you suddenly get the problem that he can run rings around
all the NPC's because you cannot just change all the NPC's to
compensate (changing the world to your players makes no sense) or you
have a world where almost all combat magicians cyber up in which case
someone who wants to play a 'pure' magician for roleplaying purposes
is totally fragged if the GM includes much combat in the game (sure
fine if combat is much rarer than in the 'typical' SR game but you
see my point in the general case)

> Your system seems to
> be very mage unfriendly for combat syatems. I just hope you don'y play
> your NPCs with the 'geek the mage first' strategy.
>
This i agree with. If he plays 'kill the fast bastards first' or with
good players little combat and prooer lighting and cover mods i would
be happy but in a fast and loose moderate combat game (common in SR)
i would not accept his rules, too restrictive becasue they make
playing a 'poure' (uncybered) magician either boring (waiting
through long combats in which you do very little) or a fast track to
losing a lot of characters in a hail of lead before they get to act.

> Too many spell locks? Simply have the enemy mages attack them the first
> chance they get. After a while, that 45,000-90,000 NY per lock gets
> expensive, especially if you run a low NY campaign.
i don't bother attacking locks, just ground out and blow the mage up
:) far faster.
I make a point of arning players that more than about 3 unmasked foci
will attract unwanted attention, if they don't heed the warnings the
first Wraith should make them listen [no you don't have to leave them
short on the cavalry them will need, that they couldn't handle it
should be enough warning)

> Quickened spells? Well, first a mage must be an initiate, and the GM can
> have all sorts of fun with initiate groups. Even self-initiation can be
> interesting, although the high Karma costs often make it prohibative for
> more than one or two grades.
There is a reason i don't trust NPC magicial groups as a player and
like em as a GM :)

> Also, anything a PC mage can do, the NPC mages can do better. Not only
> will NPC mages have locked or quickened increase reflexes, but they will
> also have decrease reflex spells. Now, I am not saying that the best way
> to handle powerful PCs is with simple escalation of power,
Yeah, you have +3D6 reflexes all the time, then it is likely common
amongst the NPC's. You have to set things a bit based on whats
available though not what they use the latter is a matter of what you
hire them to do, all azzie mages don't suddenly acquire +3d6 ref
locks just casue the PC's did.

> Finally, the easiest way to control mages is to run low Karma campaigns.
>
so true. but keep cash low as well for fairness. A matter of how you
like your SR, if you want power under control limit things but do it
fairly, uninitiated mages and riggers in Banshees isn't fair, neither
is 10th grade initiates running with sammies that cannot afford wired
2. [ok extreame examples but]

Mark
Message no. 5
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 10:33:30 +0500
On 6 Nov 97 at 10:11, Mark Steedman wrote:

> > It doesn't. Area effect spells are quite effective to take out
> > multiple targets.
> True.
>
> > Sam can't do that as well (short of explosives).
> IPE grenades are typically better, and area effect spells have a
> distinct minimum range that more than 'across the alley'.

Huh? Mage's range on an AOE spell is LOS. Sammy is as far as he can
chuck it. Mage hits target every time. Sammy has to roll to hit
target.

> Generally the mage will only hold his own against this sort of thing
> if he makes an equal investment in combat. Even by the book a 'pure'
> magician (ie no cyber) will generally not beat a sammie in a
> 'standup' fight (ie if say they meet in some corporate corridor)

And why should a mage be able to beat a sammie in stand up combat?
Can the decker? Can the rigger? If a player wants to play a
character that can whoop ass with a sammy, he can do it. He just has
to do the same things the sammy does; acquire the skills, and/or the
ware. Or play a physad, or physical mage, and again acquire the
skill, and/or the appropriate powers.

> Without inc reflexes spells the mage is just plain dead.

No so. There are plenty of protective magics he can, and should, have
in place. If not, he is foolish and deserves his fate. Going into a
situation unprepared kills mages, not a lack of speed.

Let's look to the novels for a moment. Most of us agree that
they are not valid for rules decisions, but most of us agree they
are valid for game flavor. That being said, name one novel that has a
speed mage in it. Also, name one novel where a mage was not
vulnerable to "up close and personal" attacks. This is the reason for
my decision. It just doesn't feel right to me to play it any other
way. And so far, my players haven't had a problem with it either.

--
===DREKHEAD====================
===============drekhead@***.net====
http://www.geocities.com/TimesSquare/Alley/6990/index.html
==========================
==========================
===============
Pyschic Hotline, Can I get your name please?
You Mean you donÆt know?

-----------------------------------------------------------------
Message no. 6
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 13:41:51 -0500
At 10:33 AM 11/6/97 +0500, Drekhead <drekhead@***.NET> wrote:
>On 6 Nov 97 at 10:11, Mark Steedman wrote:

>And why should a mage be able to beat a sammie in stand up combat?
>Can the decker? Can the rigger? If a player wants to play a
>character that can whoop ass with a sammy, he can do it. He just has
>to do the same things the sammy does; acquire the skills, and/or the
>ware. Or play a physad, or physical mage, and again acquire the
>skill, and/or the appropriate powers.
>
>> Without inc reflexes spells the mage is just plain dead.
>
>No so. There are plenty of protective magics he can, and should, have
>in place. If not, he is foolish and deserves his fate. Going into a
>situation unprepared kills mages, not a lack of speed.
>
>Let's look to the novels for a moment. Most of us agree that
>they are not valid for rules decisions, but most of us agree they
>are valid for game flavor. That being said, name one novel that has a
>speed mage in it. Also, name one novel where a mage was not
>vulnerable to "up close and personal" attacks. This is the reason for
>my decision. It just doesn't feel right to me to play it any other
>way. And so far, my players haven't had a problem with it either.
>
What you are arguing for is a class system. You see mages one way, riggers
another, etc. I don't really like that sort of game, so I don't stereotype
characters. The decker may have Wired 3, the mage may have Increased
Reflexes and Reaction. I have no problem with that, that is how they want
the character. In each case, something is given up. The decker loses lots
of resources, and to become a true combantant, too many skill points, but
that is fine. The mage starts worrying about combat too, and loses skill
points from magic, fine. I think your view is that mages should be one
way, and that is fine too. However, I don't see why you force your players
to play their mages your way. If you played a game where I GM'ed, you
could play your style of mage and survive (because though you wouldn't have
speed, you would have numerous other defenses). Why not let people play
the style of character they want?

--DT
Message no. 7
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 14:16:45 +0500
On 6 Nov 97 at 13:41, David Thompson wrote:

> What you are arguing for is a class system.

No, exactly the opposite. Allowing a mage to cast speed magic, means
that he doesn't have to diversify into other classes to gain the
advantages of those classes. My way, he has to add the same tools the
other classes do, gaining their advantages, and watering down his
own. The typical multiclass syndrome.

<Snipped the rest, because it was an argument for diversity, which I
wholeheartedly support>

--
===DREKHEAD==================================drekhead@***.net====
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=================================================================
Don't use a big word where a diminutive one will suffice.

-----------------------------------------------------------------
Message no. 8
From: Jeremiah Stevens <jeremiah@********.EDU>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 15:31:22 -0500
> What you are arguing for is a class system. You see mages one way, riggers
> another, etc. I don't really like that sort of game, so I don't stereotype
> characters. The decker may have Wired 3, the mage may have Increased
> Reflexes and Reaction. I have no problem with that, that is how they want
> the character. In each case, something is given up. The decker loses lots
> of resources, and to become a true combantant, too many skill points, but
> that is fine. The mage starts worrying about combat too, and loses skill
> points from magic, fine. I think your view is that mages should be one
> way, and that is fine too. However, I don't see why you force your players
> to play their mages your way. If you played a game where I GM'ed, you
> could play your style of mage and survive (because though you wouldn't have
> speed, you would have numerous other defenses). Why not let people play
> the style of character they want?
>
> --DT
>
I agree with the idea that there should be no class system, and that mages
should be able to concentrate on combat oriented things if they should so
desire. However, in terms of resources, a mage who locks or quickens an
increased reflex spell makes a very small investment, both in terms of
Karma and money, especially compared to the benefits ganed by extra
initiative dice and compared to the costs of wired reflexes or other
cybernetic enhancements. Given the spells available, mages are by far the
easiest to transform into combat-oriented characters: Bullet barrier,
personal combat sense, increased body +4, increased willpower +4 all
locked or quickened and a few high powered combat spells and the mage can
kick some serious ass, all with a very low Karma cost and virtually no
money if the spell are quickened. There are a number of spells, that one
made permanent, give mages a serious advantage over mundanes, increased
reflexes is bt one.

On the other hand, mages face many more threats (or at least they should).
The most obvious danger faced by mages is the astral attack.
Secondly, I would say that mages should have a much higher rep in the
shadows, given the rarity of full magicians. A high Karma street sam may
be well known, but shooting a gun really well does not stand out in the
same way that having bullets bounce off a barrier and bolts of lightning
shooting out of ones fingers does. Thus, mages would be much more high
profile, and are a good excuse for a corp to roll out its big guns. If
word gets out that so and so mage has a quickened bullet barrier with 10
successes and normal rounds just bounce right off, well hell, we'ed better
get out the PACs and miniguns.
There are also all sorts of nasty tricks GMs can use to specifically
target mages- high background counts and wards are the two easiest, and
both of those keep mages in check. Also, running campaigns which emphasize
skills in other areas- social skills, technical skills or knowledge skill-
these tend to put a damper on mages who have invested heavily in spells,
focuses, initiation, allied spirits and all the other fun mage toys. (Of
course, it also checks the sammie who's only skill is being able to fire a
gun really, really, really well.)

In conclusion, I would like to say that one of my favorite features of the
Shadow Run system is that it is full of checks and balances. While it may
take some researce, just about any piece of technology or spell or other
device has something which can be exploited. Even the fear of the negative
consequences is often enogh to deter people, or at least make them think
twice about relying on it too heavily.
Message no. 9
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 15:34:11 -0500
At 02:16 PM 11/6/97 +0500, you wrote:
>On 6 Nov 97 at 13:41, David Thompson wrote:
>
>> What you are arguing for is a class system.
>
>No, exactly the opposite. Allowing a mage to cast speed magic, means
>that he doesn't have to diversify into other classes to gain the
>advantages of those classes. My way, he has to add the same tools the
>other classes do, gaining their advantages, and watering down his
>own. The typical multiclass syndrome.

I see your point. What I really meant is that you view magIC as being a
certain way -- without speed boosting -- which seems to me to restrict
mages like AD&D does with no armor or weapons, which is class-like Then,
to gain other advantages, as you have said, they must muliCLASS.

--DT
Message no. 10
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 15:48:13 +0500
On 6 Nov 97 at 15:34, David Thompson wrote:

I wrote:
> >No, exactly the opposite. Allowing a mage to cast speed magic, means
> >that he doesn't have to diversify into other classes to gain the
> >advantages of those classes. My way, he has to add the same tools the
> >other classes do, gaining their advantages, and watering down his
> >own. The typical multiclass syndrome.
>
> I see your point. What I really meant is that you view magIC as
> being a certain way -- without speed boosting -- which seems to me
> to restrict mages like AD&D does with no armor or weapons, which is
> class-like. Then, to gain other advantages, as you have said, they
> must muliCLASS.

I see your point too. But what does a mage that wants to deck or rig
have to do? Add ware. Should be no different to be on par with a
sammie. I guess you allow mages to create and use spells that allow
them to deck and rig without ware, right? Didn't think so.

--

===DREKHEAD==================================drekhead@***.net====
http://www.geocities.com/TimesSquare/Alley/6990/index.html
=================================================================
Diplomacy - the art of letting someone have your way.

-----------------------------------------------------------------
Message no. 11
From: QKSilver <qksilver282@*****.MSN.COM>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 15:58:51 -0500
On November 06, 1997 3:31 PM Jeremiah Stevens <jeremiah@********.EDU> wrote:

[snip]
>Given the spells available, mages are by far the easiest to transform into
combat->oriented characters:
[snip]
>all locked or quickened and a few high powered combat spells and the mage
can
>kick some serious ass, all with a very low Karma cost and virtually no
money if the
>spell are quickened. There are a number of spells, that one made permanent,
give
>mages a serious advantage over mundanes, increased reflexes is bt one.

I agree that mages have a great potential for becoming combat monsters
but it doesn't have to be that way. If I'm not mistaken quickening is only
available to initiates and the Karma cost of that should be commesurate with
the advantages. A good way I've found of making initiation a very costly
idea is to only grant one skill -such as quickening- per initiate grade.
Self initiation is very costly, Karmawise as it is, and the restrictions
presented by Magical Groups should also discourage players.
And who is to say that the street index of spell locks hasn't increased
by 100%. ¥45,000 X 4 can be quite costly if you ask me. Just be fair if
the mage gets an increase like that - what would the Street Samurai have to
contend with. Acquiring spells beyond those acquired during character
generation should also be a Role Playing tool - in other words hard to
accomplish.

Give nothing for free and you won't go wrong.
Message no. 12
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 16:20:53 -0500
At 03:48 PM 11/6/97 +0500, Drekhead wrote:

>I see your point too. But what does a mage that wants to deck or rig
>have to do? Add ware. Should be no different to be on par with a
>sammie. I guess you allow mages to create and use spells that allow
>them to deck and rig without ware, right? Didn't think so.

The flaw in your comparison is that rigging and decking are technological
by nature, while speed is not, even in your own game. If physads can do it
with their powers, then it can be done with magic. If it can be done with
magic, then likely it can be done with a spell.

--DT
Message no. 13
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 16:49:41 +0500
On 6 Nov 97 at 16:20, David Thompson wrote:

> The flaw in your comparison is that rigging and decking are
> technological by nature, while speed is not, even in your own game.

How do you figure that a sammie's speed is not technological in
nature?

> If physads can do it with their powers, then it can be done with
> magic. If it can be done with magic, then likely it can be done
> with a spell.

I understand that logic. It doesn't change how I feel about it,
though, because still, no one has shown me an example of a speed
mage in literature. And as long as it doesn't feel right, it won't
happen in my game. My players are happy, so what is the problem
here?

--
===DREKHEAD==================================drekhead@***.net====
http://www.geocities.com/TimesSquare/Alley/6990/index.html
=================================================================
If one synchronized swimmer drowns, do the rest have to drown too?

-----------------------------------------------------------------
Message no. 14
From: David Thompson <david.s.thompson@****.EDU>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 16:50:14 -0500
At 04:49 PM 11/6/97 +0500, you wrote:
>On 6 Nov 97 at 16:20, David Thompson wrote:
>
>> The flaw in your comparison is that rigging and decking are
>> technological by nature, while speed is not, even in your own game.
>
>How do you figure that a sammie's speed is not technological in
>nature?
>
>> If physads can do it with their powers, then it can be done with
>> magic. If it can be done with magic, then likely it can be done
>> with a spell.
>
>I understand that logic. It doesn't change how I feel about it,
>though, because still, no one has shown me an example of a speed
>mage in literature. And as long as it doesn't feel right, it won't
>happen in my game. My players are happy, so what is the problem
>here?
>
I guess none. If you argue mages shouldn't be able to do it, we have one.
If you simply say you don't like it and don't use it, then fine, what can I
say to that. As for examples from "literature," if I run into one, I'll
post it.

--DT
Message no. 15
From: QKSilver <qksilver282@*****.MSN.COM>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 14:01:20 -0500
At 1:41p David Thompson wrote:
>>Why not let people play the style of character they want?

There are two sides to that coin. I'll play devil's advocate and say
because the GM is the final arbitrator of what happens in his game world,
good or bad the GM makes the final decision.
The other side of the coin is the players. If the game world is not
entertaining to the players they will not play for long. Restricting their
abilities, in ways contrary to the rules, might keep them in check but it
might also piss them off. Seems like Drekhead has had no problem with that
so it seems to work for his group.
The thought that every mage is the same, every Street Sam is the same
etc... Is not one that really takes into account the variety and flavor
that SR provides. IMHBAO - In my humble but accurate opinion - The game is
better just because every player can really design a character however
he/she sees fit. The inherent consequences of having sustained spells,
spell locks, Cyberware, etc... really provide a balanced background to
create and breathe life into the characters. Role playing should not
deteriorate into Roll playing and the responsibility to keep it so rests on
the GM solely. If the GM wants to control the availability of spells,
cyberware ad infinitum. then he has that option. Isn't life just grand?

QuickSilver
Message no. 16
From: losthalo <losthalo@********.COM>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 22:27:33 -0500
At 02:16 PM 11/6/97 +0500, you wrote:
>No, exactly the opposite. Allowing a mage to cast speed magic, means
>that he doesn't have to diversify into other classes to gain the
>advantages of those classes. My way, he has to add the same tools the
>other classes do, gaining their advantages, and watering down his
>own. The typical multiclass syndrome.

What you're not seeing here is that you are saying speed in combat is a
'sammy' thing. Sammies act fast, mages cast spells, and deckers deck, etc.
It doesn't have to be that way, why shouldn't a mage be able to design a
spell which does the same thing as wired reflexes? Riggers have an
equivalent, as do deckers, for initiative within their realm of expertise,
you'll recall. The mage has no area of expertise, any more than the
samurai does, he does a lot of things, mostly combat and recon; given that,
he has as much a need for speed as the samurai.

losthalo@********.comGoFa6)7(Im6TJt)Fe(7P!ShMoB4/19.2Bk!cBkc8MBV6sM3ZG
oPuTeiClbMehC6a23=n4bSSH173g4L??96FmT1Ea4@*********************
4h7sM8zSsYnk6BSMmpFNN0393NHfsSLusOH5Whileyouarelisteningyourwillingat
tentionismakingyoumoreandmoreintothepersonyouwanttobecome.
Message no. 17
From: losthalo <losthalo@********.COM>
Subject: Re: Controlling Mages
Date: Thu, 6 Nov 1997 22:38:22 -0500
At 03:48 PM 11/6/97 +0500, you wrote:
>I see your point too. But what does a mage that wants to deck or rig
>have to do? Add ware. Should be no different to be on par with a
>sammie. I guess you allow mages to create and use spells that allow
>them to deck and rig without ware, right? Didn't think so.

The problem, again, is that you see speed as a thing that should only come
from cyberware. Your other examples (rigging, decking) obviously *require*
technology, whereas body enhancements are an area shared by magic and
technology.


losthalo@********.comGoFa6)7(Im6TJt)Fe(7P!ShMoB4/19.2Bk!cBkc8MBV6sM3ZG
oPuTeiClbMehC6a23=n4bSSH173g4L??96FmT1Ea4@*********************
4h7sM8zSsYnk6BSMmpFNN0393NHfsSLusOH5Whileyouarelisteningyourwillingat
tentionismakingyoumoreandmoreintothepersonyouwanttobecome.
Message no. 18
From: James Lindsay <jlindsay@******.CA>
Subject: Re: Controlling Mages
Date: Fri, 7 Nov 1997 05:51:57 GMT
On Thu, 6 Nov 1997 16:49:41 +0500, Drekhead wrote:

> On 6 Nov 97 at 16:20, David Thompson wrote:
>
> > The flaw in your comparison is that rigging and decking are
> > technological by nature, while speed is not, even in your own game.
>
> How do you figure that a sammie's speed is not technological in
> nature?
>
> > If physads can do it with their powers, then it can be done with
> > magic. If it can be done with magic, then likely it can be done
> > with a spell.
>
> I understand that logic. It doesn't change how I feel about it,
> though, because still, no one has shown me an example of a speed
> mage in literature. And as long as it doesn't feel right, it won't
> happen in my game. My players are happy, so what is the problem
> here?

How 'bout the cult film "The Wizard of Speed and Time"? Of course,
the main character couldn't do much else than move really, REALLY
fast.

Regardless as to how people feel about the increased initiative spells
(our ref doesn't like them either, nor the heal deadly spell), another
point in the mage's favour is in high Karma campaigns (or regular
campaigns that have run for a long time). At a certain point, the
sammie, rigger, or decker begins to run out of places to dump Karma
(unless you think that Gunnery-12 is really any better than
Gunnery-11). The mage, shaman, or adept, OTOH, is naturally Karma
hungry and has many more avenues into which to expand and excel. Now,
if you could exchange Karma for cyberware... :)



James W. Lindsay Vancouver, British Columbia
"http://www.prosperoimaging.com/ground_zero";

Money talks... it usually says "bend over"...
Message no. 19
From: lucifer <lucifer@*******.COM>
Subject: Re: Controlling Mages
Date: Fri, 7 Nov 1997 01:23:22 -0600
losthalo wrote:

----------
> At 03:48 PM 11/6/97 +0500, you wrote:
> >I see your point too. But what does a mage that wants to deck or rig
> >have to do? Add ware. Should be no different to be on par with a
> >sammie. I guess you allow mages to create and use spells that allow
> >them to deck and rig without ware, right? Didn't think so.
>
> The problem, again, is that you see speed as a thing that should only =
come
> from cyberware. Your other examples (rigging, decking) obviously *requ=
ire*
> technology, whereas body enhancements are an area shared by magic and
> technology.

Keep in mind also, unless you do away with physads, magical enhancements
ARE a fact.

Lucifer
Prince of Darkness, Eater of Souls

"One owes respect to the living. To the Dead one owes
only Truth."--Voltaire

"When devils will the blackest sins put on, they
do suggest at first with heavenly shows."--Shakespeare,
from 'Othello'
Message no. 20
From: Drekhead <drekhead@***.NET>
Subject: Re: Controlling Mages
Date: Fri, 7 Nov 1997 10:21:11 +0500
On 6 Nov 97 at 22:27, losthalo wrote:

> spell which does the same thing as wired reflexes? Riggers have an
> equivalent, as do deckers, for initiative within their realm of
> expertise, you'll recall. The mage has no area of expertise, any
> more than the samurai does, he does a lot of things, mostly combat
> and recon; given that, he has as much a need for speed as the
> samurai.

Well, I would say that the mage's realm of expertise is astral space,
and they have special initiative in that realm.

And if all mages do in your game is combat and recon, then yea, you
probably need those initiative spells. That, or a more creative
player.

--

===DREKHEAD==================================drekhead@***.net====
http://www.geocities.com/TimesSquare/Alley/6990/index.html
=================================================================
A computer's attention span is as long as it's power cord.

-----------------------------------------------------------------
Message no. 21
From: losthalo <losthalo@********.COM>
Subject: Re: Controlling Mages
Date: Sat, 8 Nov 1997 16:43:36 -0500
At 10:21 AM 11/7/97 +0500, you wrote:
>And if all mages do in your game is combat and recon, then yea, you
>probably need those initiative spells. That, or a more creative
>player.

Well, where *initiative* is concerned, what they're usually concerned with
is combat and recon. I didn't say that's all they do, that was your
assumption.


losthalo@********.comGoFa6)7(Im6TJt)Fe(7P!ShMoB4/19.2Bk!cBkc8MBV6sM3ZG
oPuTeiClbMehC6a23=n4bSSH173g4L??96FmT1Ea4@*********************
4h7sM8zSsYnk6BSMmpFNN0393NHfsSLusOH5Whileyouarelisteningyourwillingat
tentionismakingyoumoreandmoreintothepersonyouwanttobecome.
Message no. 22
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Controlling Mages
Date: Mon, 10 Nov 1997 15:47:14 GMT
James Lindsay writes

> How 'bout the cult film "The Wizard of Speed and Time"? Of course,
> the main character couldn't do much else than move really, REALLY
> fast.
>
> Regardless as to how people feel about the increased initiative spells
> (our ref doesn't like them either, nor the heal deadly spell),
Yeah i must admit i bad curing folks off deadly wounds with regular
treat spells, it is simply too much of an advantage to the high
essence magicians, if first aid only stabilises deadly wounds, so
does its magical equivalent.

> another
> point in the mage's favour is in high Karma campaigns (or regular
> campaigns that have run for a long time). At a certain point, the
> sammie, rigger, or decker begins to run out of places to dump Karma
> (unless you think that Gunnery-12 is really any better than
> Gunnery-11). The mage, shaman, or adept, OTOH, is naturally Karma
> hungry and has many more avenues into which to expand and excel. Now,
> if you could exchange Karma for cyberware... :)
>
Karma - cyberware also runs out, when the sammie have too much karma
they usually also reach a point where essence runs out, moneys often
not a problem but you have to find that delta clinic to use it.

As a rule of thunb i reccon the 'law of diminshing returns' really
hits instyle arroud.
200 karma for mundanes
enough to sort out attrbutes and skills and buy a few more to
decent levels

300 karma for magicians
enough for the above plus about grade 4 initiate and some new
spells

400??? for physical magicians

Sure all characters continue to improve above this but it reaches a
stage where you look at even 100 karma any say just what effect on
the charecters effectieness in game is this really going to have,
well some but nothing compaared to what you have to do to earn it.

I have seen a couple of nearing 2 year old campains die from 'where
do we go and what do i throw at you next' around the 300 karma mark,
and even the latest which has survived to 500 each has reached the
point where the actual effect of karma on what the PC's can do is
irrelevant, they have grade 6 initiate (plus suitable permanent
defensive magic), wall to wall qualtity cyberware and bioware, force
10 spells, more guns than fit in the van and skill lists longer then
your arm and attributes that cost the earth to increase again.
The simple fact is the SR system starts to give out at these sort of
power levels if you spend your karma on stuff that actually benefits
your characters abiltiy to complete runs (though whatever means, be
it sneaking, shooting talking or whatever).

Magicians do eventually win, above about 600 or so you reach a stage
where even holding skills comparable to th mundanes the magcians get
enough initiation grades that they can mask sufficient spells they
can get more than the mundanes can trough ware, initiatin has no
limit, essence and bioware do, it takes the mage a long long time to
take advantage of this because enough (backed up by other skills and
such) initiation is dear but win they do.

Mark
Message no. 23
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Controlling Mages
Date: Mon, 10 Nov 1997 14:08:11 GMT
Drekhead writes

> > IPE grenades are typically better, and area effect spells have a
> > distinct minimum range that more than 'across the alley'.
>
> Huh? Mage's range on an AOE spell is LOS.
MGL6 range 300m, SA (spell casting takes a full action)

> Sammy is as far as he can chuck it.
Try an areodynamic grenade and a troll, you will be suprised just how
far that is. and in close quaters LOS can be 30m or less.

> Mage hits target every time. Sammy has to roll to hit
> target.
both have to roll, different target numbers sure, note that even on 0
successes the grenade can still hurt things (in fact as the rules
stand a non areodynamic IPE grenade misses my a max 6m so does a
minimum 9S to your poor Mr ground zero.
Also you cannot chuck fireballs round corners (though nothing stops
the mage getting a throwing skill and a grenade if he want to send
his karma on that rather than magic)

> > Generally the mage will only hold his own against this sort of thing
> > if he makes an equal investment in combat. Even by the book a 'pure'
> > magician (ie no cyber) will generally not beat a sammie in a
> > 'standup' fight (ie if say they meet in some corporate corridor)
>
> And why should a mage be able to beat a sammie in stand up combat?
um i'm supporting you here, i never said a mage 'should' be able to
though in a classless game what defines a sammie, well lots of gun
skill and some cyberware usually.

> > Without inc reflexes spells the mage is just plain dead.
>
> No so. There are plenty of protective magics he can, and should, have
> in place. If not, he is foolish and deserves his fate.
Fine when hes on a run, but not when hes at home relaxing and the
corp payback squad calls, not when hes trying to minimise astral
activity so that sec elemental ignores him etc. Yes on a 'blow the
doors down here we come run' you have a point but i prefer to defeat
the opposition but not getting seen, my initiative is a moot point if
they never see me so they don't shoot but i sure want it for backup
if i slip and want to run like mad!

> Going into a
> situation unprepared kills mages, not a lack of speed.
>
going in unprepared kills anyone mage or not, irrelevant.

Mark

Further Reading

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