From: | Ereskanti@***.com Ereskanti@***.com |
---|---|
Subject: | [Magic] System to System |
Date: | Wed, 14 Apr 1999 20:07:06 EDT |
Starrngr@***.com writes:
> > And without a tear in my eye I say...that isn't the way Shadowrun magic
> > works. That may be the way of others...but not SR.
> >
> > -K
>
> ::sigh:: And THAT is why I have as many, or more, Problems with the SR
> magic
> system as I did with the Ad&d Magic system.
Really? To be honest, I didn't know that AD&D *HAD* a magic system at all.
Seriously, it was only through immediate comparison of one spell to another
could a GM gainsay an idea of how to make a new spell at all.
Yes, you're right. My word choice is a strong selection this time, that's
because I've seen no fewer than 7 different "magic systems", and to be
honest, I've also known for not LESS than 15 years the cabalist view of magic
structure, as well the Hopi (though admittedly, I am NOT strong in that
medicine). By just sticking to a fictional reservoir for a magical system
(such as the one that is presented currently in SR), there are always going
to be gaps.
Truthfully, I wish a magical system could be redesigned from the ground up,
and kept with the basic levels of consideration that are held within the SR
system. That isn't simply going to be happening. Game Mechanics do not
allow for the development of a system that is *also* easy to follow and can
go within a single *chapter* of a single book (spells and their design at
least).
Needless to say, it is yet another moment where one person's views on how a
system is deemed "good or bad" as compared to anothers.
-K