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Mailing List Logs for ShadowRN

Message no. 1
From: Da' Minotaur <phi@****.CC.PURDUE.EDU>
Subject: Magic w/o Astral Space.....
Date: Tue, 22 Jun 1993 13:46:45 EST
A while back a few of us were discussing how to tone down magic.
My initial suggestion centered around the removal of astral space
as accessible by magically actives. (Old argument check out the
logs if yer interested). Anyway, now that the summer is here, and
the number of players in our group has dramatically diminished,
(unless you folks out there wanna drive 10+ hours to Purdue to
play once or twice a week ?) I have decided to test this theory
of mine. So, the group has agreed to basically 'cut-off' astral space
from the game. My question is now that I am preparing for this
little experiment, what problems can you conceive of with regard
to game mechanics that I will have to deal with? For example:

Spell Lock can be ground through via astral space. Since there
is no astral space, there is no threat.

Centering must be done from a state of astral perception; we
are simply overlooking this stipulation.

Wards still provide hard cover except magicians have to deal
with them from the physical. (This one I am a little hazy on
but still I have not put too much thought into this one yet.)

Dual natured being retain their powers (regen, etc) but simply
have no duality to themselves. (Yes the weres in my world breathe
a sigh of relief as they are not safe from the prying assensing
skills of nosy magicians...)

I think you folks get the picture. Any and all help would be
appreciated...

BTW, I received very few answers to my posting about Quickenings
and Wards; what's the deal. You folks would rather talk about dinosaurs
than Meta-planar theory? :)

Take Life Easy

Da 1st Minotaur






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| Steve Mancini (a.k.a. The Minotaur) | phi@****.cc.purdue.edu |
| Grad Student {Dazed & Confused} | mancinis@******.cc.purdue.edu |
\ Political Science Department | mancinis@**.cc.purdue.edu /
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/ Heronasta od daronasta, pechet imiriso ozidanastet... \
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