From: | The Digital Mage <mn3rge@****.AC.UK> |
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Subject: | SR's Poor Magic System, IMHO! |
Date: | Fri, 2 Jun 1995 16:52:39 +0100 |
> I think that a pure CP game is pretty boring. CP2020 does a good job of
> proving that. Magic is what gives SR the extra kick, and to be honest the
> excellent magic system is one of the main reasons why I play SR.
This is the second posting I've read praising the SR magic system and its
basis of explanation -but to be honest I don't think it is that good.
Firstly I don't like how a mage can just choose a Hodge podge of spells,
I feel there should be some theme for a mage's learned spells. This theme
does not necessarily have to be Combat spells, Manipulation spells, etc,
but instead more fundamental ideas like creation of matter, control of
energy, manipulations of auras, resonating auras with the physical
counterpart so that what happens to one reflects in the other. I gather
that a similar thing is used in Ars Margica although I've never played
it, but I have played Mage:The Ascension and loved that magic system.
In terms of game mechanics the SR system works well, but there seems to
be various rules put in purely for game balance and whilst this is okay
FASA don't try to give reasons for this, or if they do they aren't
totally convincing. Two examples of this are why can't spells be cast
with a Clairvoyance spell acting as the sight of the magician? And
another is that question under discussion about grounding, if an area
effect combat spell only grounds through one target how can it target
others who aren't dual beings at the time? Now FASA have tried to explain
this with the "need for a bridge between the astral and physical", but
this would seem to me to really imply that the astral energy grounds
through the initial target and then becomes purely physical (more like a
damaging manipulation spell) when in fact the spell radiates out in
astral and then grounds through the other targets. Now if the "bridge" is
just needed as a benchmark so the astral mage can calibrate his spell to
ground out then that is okay. Normally the mage has his own physical body
and *perceptions* to instinctively calibrate the spell to ground into the
same plane of existance, but when a mage is totally astral he needs
another dual being to measure the difference between the physical and
astral and thus allow the spell to ground.
Also. why did FASA not allow Sorceror and Conjuror adepts to go astral?
Is it because the mages do not have the required knowledge to enter a
place which is a combination of both spell energy and spirit energy? Or
was it a game balance thing? Personally I think this is unfair because it
means Conjuror adept initiates cannot summon Great Forms, and thus they
are inferior conjurors to full blown mages when they are actually
supposed to be as good. And does it also mean that Sorceror adepts can't
Centre as this requires an instance of astral perception?
Sorry to waffle on but I don't particularly feel the SR magic system is
wonderful (though the reasons for its re-emergence IS nice).
Just one last thought, shouldn't it be easier for a mage to learn a Power
Missile if he already knows Power Bolt?
The Digital Mage : mn3rge@****.ac.uk
Shadowrun Web Site under construction at
http://www.bath.ac.uk/~mn3rge/Shadowrun.html