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Mailing List Logs for ShadowRN

Message no. 1
From: fluxion <fluxion@**.EDU>
Subject: Re: Magic after creation - and other such things
Date: Tue, 20 Jan 1998 21:07:41 -0500
As a side note to the idea of manifesting magically in game, my GM ran what
I consider to be one of the most rewarding campaigns of SR that I've played
by starting everyone off very low scale on power, and very young. Most of
the characters were about 17 years old, were made with 65 creation points,
couldn't start with cyberwear or magically active. We determined that after
a several game sessions, and ended up with one mage, two physical adepts,
and one mundane (me). To get my character up to snuff with the rest he had
to pull some strings so that we got a lucky break (and my character got her
wired reflexes).

Manifesting in game also made the mage character have to work a lot harder
to get what most mages take for granted on character creation. (imaging
playing a mage with no sorcery skill, no idea what conjuring is, and a
magical theory of 2)

That campaign has been running for over a year now (about 2 and a half years
game time), and I have aquired beta grade Wired Reflexes level 2, a delta
grade smartlink II (with links in both hands), and a beta encephalon, and am
working towards some bioware. I've also gone from a firearms of 1 to a
firearms of 7. One of the physads is at initiate grade 4, and the mage is
begining his ascension into the higher mysteries, with a rating 2 power
focus. (The other physad quit because he wasn't getting along with the
party, not player mind you, character)

Regardless of how little the above paragraph interests you, it's there to
make a point, because we didn't start really good, we really got to see what
it is like working your way to a good rep as a team, and we've earned every
damn thing we have. We're also currently being hunted by three corporations
and are hiding away in Australia for a while to let the heat die down. :)
Which IMHO is better than starting off a character with tons of ware that
they got from *somewhere*, and yet nowhere does anyone want them dead.

To all the GM's out there - if you haven't already tried this, I highly
recommend it. You're munchie players won't like it too well at first, but
maybe if they stick through it they'll learn how to actually *Roleplay*
their way out of situations, rather than kill everything that moves.

In addition, our team started out as a bunch of semi-poor to downright
street living friends. Meaning they had something most shadowrun teams
don't - Trust in one another. I felt (as a player) more like a 'team' than
I ever have in any of the other campaigns I've been in, and there's no doubt
in my mind that I would have been left for dead on more than one occasion
had my team not risked everything to get me out.

I swear my character is a magnet for gunfire. :)


- f l u x i o n -
ICQ UIN : 249638
http://www.halofax.com/raven13

Further Reading

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Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.