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Message no. 1
From: l-hansen@*****.tele.dk (Lars Wagner Hansen)
Subject: SR4 FAQ, Part 5
Date: Tue, 17 May 2005 19:14:14 +0200
Taken from http://www.shadowrunprg.com, and adding my own comments:

>Q. Will Magic skills be broken up like firearms in SR3?
>A. Magic is roughly divided into two categories for the core book, Sorcery
>and Conjuring. Rather than being skills of their own, however, those are
>general categories. The Sorcery skills are Spellcasting, Ritual
>Spellcasting, and Counterspelling. The Conjuring skills are Summoning,
>Banishing, and Binding. Those are the skills that do most of the heavy
>lifting for magic in SR4.

So now we are up to 6 skills for magical active characters?

I thought you wrote the following, in the first FAQ:

"SR4 is a new rules set - simpler, streamlined, and more accessible, but new
rules nonetheless."

I just don't see the deal. More skills, more attributes, simpler?,
streamlined?

Please enlighten me instead of confusing me.

But basically it seem like your are giving magicians the same deal as you
gave gun-bunnies in SR3, namely splitting their skill up in several skills.

So dec^H^H^Hhacking wil be split up in ??? and rigging into ???

Does this mean that you will be doing away with specializations?

>Q. Will there still be Metamagic?
>A. Yes, though it's not exactly the same. Rather than relying on a host of
>new additional skills, we've redesigned metamagic techniques to grant new
>abilities to skills the magician should already have access to. Metamagic
>does not make a huge appearance in the core book, however. There just isn't
>enough room to include it all.

I never expected metamagic to appear in the core rules. Matamagic is
advanced magic and should be in the advanced magic book (aka. Street Magic),
just like you should keep the advanced combat in the Gun/combat book, the
advanced tech in the tech book etc.

I want to be able to play with the core book, but I don't need everything in
the core book. Just make sure that I don't need to bring 5+ books whenever I
go to a convention, just because I want to play Shadowrun.

>Q. Do we still have Mages and Shamans?
>A. Yes. In addition, however, a flexible tradition design system has been
>included, allowing players to model existing traditions easily, or even to
>create their own along with their GM. Both Hermetic and Shamanic traditions
>have been created for the main book and are included as the default
>choices.

Yes, yes, yes. That mean that I will actually be able to make (and play) my
norse magician, which does not cast spells and does not summon spirits. I
realy look forward to this.

>Q. What are you trying to do with Magic?
>A. In setting out to design this, we had a few things in mind that we
>wanted to do as improvements over the old system. First, we wanted to make
>sure we were laying the groundwork for something we could expand upon
>later.

That's a good goal.

>One of the big problems with the Magic system up until now is that
>it simply didn't accomodate additions. It was built to be what it was, and
>if anything got added, it had to be an entirely new method of doing things.

What?

So adding Spirits of the Elements was not done with the same rules?

Adding Idols was not done like Totems?

Sure you added some rules for certain things, but I can't see that
everything was done with "entirely new methods".

>Nothing was ever built upon the existing mechanics, in large part because
>the original existing mechanics weren't built to accomodate other uses. The
>result was a system that accumulated rules detritus like a ship gathers
>barnacles. That's not good design.

Please explain what you mean. I just don't get this, and that is actualy
more confusing than having no FAQ.

>A second problem was that, despite three editions of the game, Magic was
>largely still a legacy system (to borrow a bit of computer terminology).
>Instead of using things that worked and discarding things that didn't, we
>largely had just kept it all and tried using tweaks and bailing wire to
>hold it all together. With SR4, we had the luxury of taking it apart,
>seeing what worked and what didn't, and reassembling it into a working
>whole, with new parts to replace the missing ones or damaged ones.

So basically you threw everything out, including the things that worked.

>We also
>didn't want the mechanics of the core game to work in a substantially
>different manner than Magic did, so we tried to find new ways to handle
>rules issues that before had given rise to special cases, created just for
>Magic. This is true of design all throughout the game, though, not just for
>the Magic system.

But more for other parts. I've always found magic to be the easies parts of
the SR rules, where as rigging and decking was the obscure systems that
didn't fit with the rest of the rules.

>The third goal we had for design with this part of the game was to
>eliminate unnecessary complexity. We didn't want to do away with the
>aspects of magic that gave the game its feel, like traditions, spirit
>summoning, drain, and so forth, but we did want to make sure we didn't have
>a dozen different systems trying to accomplish what one could do. I think
>we went a long way toward accomplishing that.

Well this FAQ hasn't proved it yet. I'm still optimistic, but sometimes
these FAQs confuse more than enlighten.

When can we see something substantial?

Lars
Message no. 2
From: keith@***********.com (Keith Johnson)
Subject: SR4 FAQ, Part 5
Date: Tue, 17 May 2005 11:25:32 -0700
As a long time Shadowrun gamer who specialized in
playing mages, I really have only one concern with
SR4 and magic...

Are mages going to continue to be Karmic (or
whatever you're calling it) Black Holes so that
a mage's skills will lag so amazinlgy far behind
his/her comrades so as to make them completely
unplayable with their peers after a year of gaming?
Message no. 3
From: The_Sarge@***.de (MatthÀus_Cebulla)
Subject: SR4 FAQ, Part 5
Date: Tue, 17 May 2005 20:38:44 +0200
> As a long time Shadowrun gamer who specialized in
> playing mages, I really have only one concern with
> SR4 and magic...
>
> Are mages going to continue to be Karmic (or
> whatever you're calling it) Black Holes so that
> a mage's skills will lag so amazinlgy far behind
> his/her comrades so as to make them completely
> unplayable with their peers after a year of gaming?

Heck... I even hope so!
While other characters spent time to train and hone
their skills, Mages trained and honed their spells and
all this meta-mumbo-jumbo.

If mages now suddenly should have enough time to
be great mages and great jacks-of-all-trades, I will
be severely disappointed.

There should be a trade-off for the ability to
cast spells, summon things and travel to other planes
of existence...

Matthäus
Message no. 4
From: weberm@*******.net (Michael Weber)
Subject: SR4 FAQ, Part 5
Date: Tue, 17 May 2005 16:02:50 -0400
From: "Keith Johnson" <keith@***********.com>

>Are mages going to continue to be Karmic (or
>whatever you're calling it) Black Holes so that
>a mage's skills will lag so amazinlgy far behind
>his/her comrades so as to make them completely
>unplayable with their peers after a year of gaming?

I can't say I've ever experienced that after learning spells and/or initiating like crazy.
Message no. 5
From: owen@***.edu.au (Owen McKerrow)
Subject: SR4 FAQ, Part 5
Date: Wed, 18 May 2005 09:00:51 +1000
On 18/05/2005, at 6:02 AM, Michael Weber wrote:

> From: "Keith Johnson" <keith@***********.com>
>
>> Are mages going to continue to be Karmic (or
>> whatever you're calling it) Black Holes so that
>> a mage's skills will lag so amazinlgy far behind
>> his/her comrades so as to make them completely
>> unplayable with their peers after a year of gaming?
>
> I can't say I've ever experienced that after learning spells and/or
> initiating like crazy.

In fact I've sometimes seen mages start to outstrip there no magically
active buddies due to the a combination of good spell selection on
their part and poor skill choice on the street sams part.

But as another list member said, if mages can start to easily increase
in both magic power and skills then yes that would not be an
improvement on the current system.
Message no. 6
From: gurth@******.nl (Gurth)
Subject: SR4 FAQ, Part 5
Date: Wed, 18 May 2005 11:11:06 +0200
According to Owen McKerrow, on 18-05-2005 01:00 the word on the street
was...

> In fact I've sometimes seen mages start to outstrip there no magically
> active buddies due to the a combination of good spell selection on their
> part and poor skill choice on the street sams part.

That's not really a fair comparison, then, is it? :)

--
Gurth@******.nl - Stone Age: http://www.xs4all.nl/~gurth/index.html
de limme
-> Possibly NAGEE Editor & ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Site: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 7
From: u.alberton@*****.com (Bira)
Subject: SR4 FAQ, Part 5
Date: Wed, 18 May 2005 08:47:58 -0300
On 5/17/05, Lars Wagner Hansen <l-hansen@*****.tele.dk> wrote:
> Taken from http://www.shadowrunprg.com, and adding my own comments:
>
> I just don't see the deal. More skills, more attributes, simpler?,
> streamlined?

Well, if you used the Initiation and metamagic rules from Magic in the
Shadows, you also ended up with a lot of magic skills. One for each
metamagic technique, with Centering demanding two of them, IIRC.

Should be dead easy to just replace these skills with "Sorcery" and
"Conjuring" again. In my view, Ritual Spellcasting and Counterspelling
are such minor applications of sorcery (meaning they don't come into
play very often) that they don't need their own skills. Same goes for
Conjuring in general: my players were never too big on spirits, so a
single Conjuring skill should be all that's needed for my games.


--
Bira
http://compexplicita.blogspot.com
Message no. 8
From: owen@***.edu.au (Owen McKerrow)
Subject: SR4 FAQ, Part 5
Date: Thu, 19 May 2005 09:38:12 +1000
On 18/05/2005, at 7:11 PM, Gurth wrote:

> According to Owen McKerrow, on 18-05-2005 01:00 the word on the street
> was...
>
>> In fact I've sometimes seen mages start to outstrip there no
>> magically active buddies due to the a combination of good spell
>> selection on their part and poor skill choice on the street sams
>> part.
>
> That's not really a fair comparison, then, is it? :)

Yes thats true, but it does show that it can be done :)
Message no. 9
From: danturek@*******.com (D. T)
Subject: SR4 FAQ, Part 5
Date: Thu, 19 May 2005 14:24:58 -0400
So how compatible will SR 4 be to World of Darkness White Wolf stuff?
Is it just the type of dice you roll and magic does some backlash damage?

Then I can run a 2010-2014 campaign where the Technocracy gets overthrown,
only to try to come back into power with cybernetics and the matrix :)

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