From: | Steve Kenson <TalonMail@***.COM> |
---|---|
Subject: | Re: Magical Traditions |
Date: | Sun, 26 Jan 1997 19:53:37 -0500 |
>I do find it curious that no new traditions make real use of elementals.
>Is there some reason FASA is choosing to introduce one new tradition after
>another that uses nature spirits?
I think that the preponderance of shamanistic traditions over Hermetic in
Shadowrun relates mostly to the larger number of "shamanistic" traditions
over Hermetic ones in the real world.
Keep in mind that the "shamanic" and "Hermetic" division in SR is a
largely
artificial one for game-purposes. Real-life magical trads tend to have some
mixture of both to them in varying degrees. The magical traditions of SR are
also greatly simplified and "boiled-down" versions of RL ones. The generic
"Native American Shamanism" being a prime example. The RL traditions of many
Amerind tribes vary from one another almost as much as they do from shamanic
trads from other continents.
In the same vein, the generic Hermetic tradition in SR is a very simplified
version of the traditions of the Golden Dawn, Thelema, ritual magick, Goetia
and Kabbalah from which it springs, combined with a liberal dose of "fantasy
RPG magic" and many issues of Doctor Strange <grin>.
The prime reason there are more "shamanic" trads is that shamanism has been
around in various forms since the dawn of history, while Hermeticism is a
fairly recent invention, dating back perhaps as far as the ancient Egyptians,
where the roots of the tradition begin. Nearly every native culture has its
shamanic tradition, while modern Hermeticism is pretty much a European thing.
(Anyone who is interested in more babble from me about the Shamanic/Hermetic
thing in SR should read my article "The Many Masks of Magic" which is on the
Web somewhere. I don't recall the URL at the moment).
As a writer and game-person, I try and accomplish certain goals when doing RL
magic in SR: 1) Staying fairly true and respecting the RL traditions (like
with Voudoun, which is a very real religion practiced by lots of people); 2)
Keeping the game systems for it fairly simple and following the SR rule that
magic is magic and everything else is just POV. There's no sense in
re-inventing the magic system all the time or in saying "this tradition is
clearly better than that one." That means that a lot of traditions in SR
really have few or no unique "game benefits" so they are difficult to
describe other than talking about the flavor of the tradition.
In the case of Taoist magic, there are many nuances to the practice that I
don't know (since I am not a practioner). For Underworld and Mobwar! I was
shooting for the general "feel" of Chinese magic that could be summed up in a
thousand words or less, not a sourcebook. For those purposes, the spirits of
Chinese myth fit best into nature spirits as opposed to elementals. Nature
spirits in general tend to be more mythologically common worldwide.
Elementals are tied to the Aristotleian idea of Earth, Air, Fire and Water,
which is a western/European idea. If there is a Hong Kong or China sourcebook
with more detailed info on Chinese magic, then I would push for more detail
on specific Chinese spirits, spells and other practices, still staying within
the basic framework of the SR magic system.
I hope that all of this babble explains some of where I'm coming from. It's
not a flame, just an attempt at clarifying my view. It's definitely not holy
FASA write, so disagree with it at will (like I could stop you <grin>).
Stick to the shadows,
Steve