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Message no. 1
From: Elling Polden thorondor_sr@*****.com
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 09:40:03 -0800 (PST)
---"B.Blackbrain" <BillT@*********.com> wrote:

> OOOOOOOh, Stargate SR3!
>
> This reminds me of an old Marvel UK comic called "Warheads". The
plot was
> based around a Megacorp who had a method of accessing alternate
> dimensions through a combination of magic and technology. The Warheads
> were a group of mercenaries hired to go through the dimensional
gateway,
> grab as many artifacts as possible, then return. As the series wore
on,
> it was discovered that traveling through the gateway had a adverse
effect
> on the travelers if they weren't exposed to the gateways effects every
> few weeks. This ensured the Warheads loyalty and continued service.
>
> I've always thought that this would not be too far of a stretch for a
> Shadowrun campaign, and it would give me a chance to dust off my old
> gamebooks (Space 1889 anyone?)
>
> Bill Thompson - Mahagonny.com

We actauly planed planed a campaign based on the movie Stargate.
We figured that instead of ending up with the USAF the Gate went to
the aparent homeland of the archologist(and yours truly), Norway.
There it was rediscovered in 2058, and a team from Recon
Squadron,1st(No)Air Cavalry (That was us) where sent through to
investigate. Unfortunately the campaign faded as we lacked players and
time to get started. It would undoubtedly been a good high power
campaign if it had started..

Thorondor
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Message no. 2
From: David Buehrer dbuehrer@******.carl.org
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 12:41:06 -0700 (MST)
Elling Polden wrote:
/
/ > OOOOOOOh, Stargate SR3!

So... what if it works just like the stargate in SG1 but it leads to
worlds that have been ravaged by, are being ravaged by, or are
conquering the horrors and invae.

What if the stargates were created by the race of man during a previous
low mana cycle (say, the First Age), allowing him to spread across the
universe. Then the mana increased again, the horrors came, and mankind's
galactic civilization was shattered and forgotten. That's right, in this
scenario Man is not native to Earth.

The stargate is found, unearthed, and the key is unlocked. The runners are
hired because they're resourceful, and their expendable (they're SINless
and don't technically exist, you can't get much more expendable than that
;)

The runners travel to other worlds at differing levels of magic and
technology (mostly low level). Sometimes they encounter problems at these
new worlds, sometimes they bring them back with them. Every now and then
they encounter an Invae hiveworld. Once in a while they encounter a
horror.

Sound fun? <EGMG>

-David B.
--
"Earn what you have been given."
--
ShadowRN GridSec
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Message no. 3
From: Snake Eyes snake.eyes@********.att.net
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 12:16:37 -0800
At 12:41 PM 3/16/99 -0700, David B. wrote:
>
>The runners travel to other worlds at differing levels of magic and
>technology (mostly low level). Sometimes they encounter problems at these
>new worlds, sometimes they bring them back with them. Every now and then
>they encounter an Invae hiveworld. Once in a while they encounter a
>horror.
>
>Sound fun? <EGMG>
>
>-David B.

Ooh, ooh! Sign me up! That'd have to be a pretty hi-power team of
runners, though. And you might need more of a hook than just a simple
cash-for-services payment. Some kind of conscription or other
"involuntary" servitude would probably be required in order to convince the
team to make more than one trip.

A few issues:

1 - How to keep magicians form going insane while traversing the wormhole?
I forget off-hand how magic in space is handled.

2 - How to handle magicians arriving on worlds of varying mana levels? On
a low-mana world do they become impotent until their return to Earth?
Conversely, would they become stronger on a higher-mana world? Or would
their powers increase/decrease relative to their distance from the gate?

3 - Not much need for a decker on this hop?

Great idea -- I like where it's headed.

~Snake Eyes
Message no. 4
From: Dave Post caelric@****.com
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 12:26:09 -0800
At 12:16 PM 3/16/99 -0800, you wrote:
>At 12:41 PM 3/16/99 -0700, David B. wrote:
>>
>
>A few issues:
>
>1 - How to keep magicians form going insane while traversing the wormhole?
>I forget off-hand how magic in space is handled.
>

As long as a mage doesn't go astral, or cast a spell, he is fine in space.
This is current SR ruling on that. Of course, the sourcebook 'Year of the
Comet' might change that, as IIRC it is supposed to deal with space and such




>2 - How to handle magicians arriving on worlds of varying mana levels? On
>a low-mana world do they become impotent until their return to Earth?
>Conversely, would they become stronger on a higher-mana world? Or would
>their powers increase/decrease relative to their distance from the gate?
>

That makes sense, the power decreasing/increasing depenind on the mana of
the world.



>3 - Not much need for a decker on this hop?

Well, not really, unless they happen upon a world that has a good degree of
technology.


>
>Great idea -- I like where it's headed.
>
>~Snake Eyes
>
>

Dave
Message no. 5
From: David Buehrer dbuehrer@******.carl.org
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 13:57:27 -0700 (MST)
Dave Post wrote:
/
/ >2 - How to handle magicians arriving on worlds of varying mana levels? On
/ >a low-mana world do they become impotent until their return to Earth?
/ >Conversely, would they become stronger on a higher-mana world? Or would
/ >their powers increase/decrease relative to their distance from the gate?
/
/ That makes sense, the power decreasing/increasing depenind on the mana of
/ the world.

On a high mana world I'd impose a mana multiplier. Say the mana level is
x2. If a Force 4 spell were cast it'd be treated as a Force 8 spell. Of
course it'd be treated as a Force 8 spell for Drain purposes too. You
can't have your cake and eat it too :)

Of course mages would get into the habit of checking the mana level by
poping off a Force 1, low drain, spell shortly after stepping through the
gate. This set's them up for the world whose sole inhabitant is a horror
who's been fasting for the last several millenia, because he's allready
devoured everything on the planet, who's been patiently waiting for guests
to drop by for dinner.

You could also have high mana worlds that have been so trashed by war that
not only are spells more powerful and cause more drain, but they're harder
to cast. Alternatively you could have mana aligned worlds where magic is
very easy to manipulate (lower target numbers and lower drain).

/ >3 - Not much need for a decker on this hop?
/
/ Well, not really, unless they happen upon a world that has a good degree of
/ technology.

Like the world that's been turned into a UV host and the entire population
has transfered their personas into the matrix.

I wonder how long before someone makes a SG1 roleplaying game :)

-David B.
--
"Earn what you have been given."
--
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Message no. 6
From: Snake Eyes snake.eyes@********.att.net
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 13:21:49 -0800
At 01:57 PM 3/16/99 -0700, David B. wrote:
>
>I wonder how long before someone makes a SG1 roleplaying game :)
>
>-David B.

I've had reasonable short-term success using (modified) rules for Twilight:
2000 (version 2.2) and Traveller: TNE. It's not pretty, but it works.
Not much of a campaign -- mostly one-shots. There's lots of evil source
material for that system using Dark Conspiracy, too. I had never
considered using SRII/III as a backdrop, but I like the idea.

~Snake Eyes
Message no. 7
From: Patrick Goodman remo@***.net
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 21:01:10 -0600
>1 - How to keep magicians form going insane while traversing the
>wormhole? I forget off-hand how magic in space is handled.

Simple. Don't go astral while in transit.

>2 - How to handle magicians arriving on worlds of varying mana
>levels?

There are rules for this in AZTLAN and TARGET: UCAS.

>On a a low-mana world do they become impotent until their return
>to Earth?

They'd have varying degrees of power, depending on how low the mana was on
the particular world.

>Conversely, would they become stronger on a higher-mana world?

Yep. How this would be implemented is a slight mystery to me, and would
likely vary from GM to GM.

>3 - Not much need for a decker on this hop?

Not really, I wouldn't think.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 8
From: Patrick Goodman remo@***.net
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 21:01:14 -0600
>. >On a low-
>/ >mana world do they become impotent until their return to Earth?
>/ >Conversely, would they become stronger on a higher-mana world?
>/
>/ That makes sense, the power decreasing/increasing depenind on the mana of
>/ the world.
>
>On a high mana world I'd impose a mana multiplier. Say the mana level is
>x2. If a Force 4 spell were cast it'd be treated as a Force 8 spell. Of
>course it'd be treated as a Force 8 spell for Drain purposes too. You
>can't have your cake and eat it too :)

While I'm aware of your reasoning behind this, David, I'm not entirely sure
this is consistent with how things work in SR magic. If there's a lot more
mana, it should be easier to cast nasty spells without massive drain.

It's a hideously unbalancing concept, I admit, and it's entirely possible
that I'm wrong, but I'm not sure I read this the same way as you do.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 9
From: Joshua Ring strago@***.com
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 22:32:31 -0500
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I'd like to participate in such a group of runs. My players, on the other hand,
would probably take me out and lynch me. They've already banned time travel from
any sort of run.

David Buehrer wrote:

> Elling Polden wrote:
> /
> / > OOOOOOOh, Stargate SR3!
>
> So... what if it works just like the stargate in SG1 but it leads to
> worlds that have been ravaged by, are being ravaged by, or are
> conquering the horrors and invae.
>
> What if the stargates were created by the race of man during a previous
> low mana cycle (say, the First Age), allowing him to spread across the
> universe. Then the mana increased again, the horrors came, and mankind's
> galactic civilization was shattered and forgotten. That's right, in this
> scenario Man is not native to Earth.
>
> The stargate is found, unearthed, and the key is unlocked. The runners are
> hired because they're resourceful, and their expendable (they're SINless
> and don't technically exist, you can't get much more expendable than that
> ;)
>
> The runners travel to other worlds at differing levels of magic and
> technology (mostly low level). Sometimes they encounter problems at these
> new worlds, sometimes they bring them back with them. Every now and then
> they encounter an Invae hiveworld. Once in a while they encounter a
> horror.
>
> Sound fun? <EGMG>
>
> -David B.
> --
> "Earn what you have been given."
> --
> ShadowRN GridSec
> The ShadowRN FAQ
>
http://shadowrun.html.com/hlair/BuildHtmlFAQ.php3?title=ShadowRN&faqlistúqsrn
> --
> email: dbuehrer@******.carl.org
> http://www.geocities.com/TimesSquare/1068/homepage.htm



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<HTML>
I'd like to participate in such a group of runs. My players, on the other
hand, would probably take me out and lynch me. They've already banned time
travel from any sort of run.

<P>David Buehrer wrote:
<BLOCKQUOTE TYPE=CITE>Elling Polden wrote:
<BR>/
<BR>/ > OOOOOOOh, Stargate SR3!

<P>So... what if it works just like the stargate in SG1 but it leads to
<BR>worlds that have been ravaged by, are being ravaged by, or are
<BR>conquering the horrors and invae.

<P>What if the stargates were created by the race of man during a previous
<BR>low mana cycle (say, the First Age), allowing him to spread across
the
<BR>universe.&nbsp; Then the mana increased again, the horrors came, and
mankind's
<BR>galactic civilization was shattered and forgotten.&nbsp; That's right,
in this
<BR>scenario Man is not native to Earth.

<P>The stargate is found, unearthed, and the key is unlocked.&nbsp; The
runners are
<BR>hired because they're resourceful, and their expendable (they're SINless
<BR>and don't technically exist, you can't get much more expendable than
that
<BR>;)

<P>The runners travel to other worlds at differing levels of magic and
<BR>technology (mostly low level).&nbsp; Sometimes they encounter problems
at these
<BR>new worlds, sometimes they bring them back with them.&nbsp; Every now
and then
<BR>they encounter an Invae hiveworld.&nbsp; Once in a while they encounter
a
<BR>horror.

<P>Sound fun? &lt;EGMG>

<P>-David B.
<BR>--
<BR>"Earn what you have been given."
<BR>--
<BR>ShadowRN GridSec
<BR>The ShadowRN FAQ
<BR><A
HREF="http://shadowrun.html.com/hlair/BuildHtmlFAQ.php3?title=ShadowRN&faqlistúqsrn">http://shadowrun.html.com/hlair/BuildHtmlFAQ.php3?title=ShadowRN&amp;faqlistúqsrn</A>;
<BR>--
<BR>email: dbuehrer@******.carl.org
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HREF="http://www.geocities.com/TimesSquare/1068/homepage.htm">http://www.geocities.com/TimesSquare/1068/homepage.htm</A></BLOCKQUOTE>;
&nbsp;</HTML>

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Message no. 10
From: Joshua Ring strago@***.com
Subject: Stargate SR3
Date: Tue, 16 Mar 1999 23:17:43 -0500
Long ago in a galaxy far, far away, Patrick Goodman wrote:

> >. >On a low-
> >/ >mana world do they become impotent until their return to Earth?
> >/ >Conversely, would they become stronger on a higher-mana world?
> >/
> >/ That makes sense, the power decreasing/increasing depenind on the mana of
> >/ the world.
> >
> >On a high mana world I'd impose a mana multiplier. Say the mana level is
> >x2. If a Force 4 spell were cast it'd be treated as a Force 8 spell. Of
> >course it'd be treated as a Force 8 spell for Drain purposes too. You
> >can't have your cake and eat it too :)
>
> While I'm aware of your reasoning behind this, David, I'm not entirely sure
> this is consistent with how things work in SR magic. If there's a lot more
> mana, it should be easier to cast nasty spells without massive drain.
>
> It's a hideously unbalancing concept, I admit, and it's entirely possible
> that I'm wrong, but I'm not sure I read this the same way as you do.
>
> --
> (>) Texas 2-Step
> El Paso: Never surrender. Never forget. Never forgive.

However, just remember that the high mana means so do the fraggers living on
that world. AND, the people are used to slinging mojo with that much force, so
maybe even mundanes are able to use magic in some fashion.
Message no. 11
From: Bruce gyro@********.co.za
Subject: Stargate SR3
Date: Wed, 17 Mar 1999 09:57:05 +0200
-----Original Message-----
From: Patrick Goodman <remo@***.net>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: 17 March 1999 05:06
Subject: RE: Stargate SR3


>>. >On a low-
>>/ >mana world do they become impotent until their return to Earth?
>>/ >Conversely, would they become stronger on a higher-mana world?
>>/
>>/ That makes sense, the power decreasing/increasing depenind on the
mana of
>>/ the world.
>>
>>On a high mana world I'd impose a mana multiplier. Say the mana
level is
>>x2. If a Force 4 spell were cast it'd be treated as a Force 8
spell. Of
>>course it'd be treated as a Force 8 spell for Drain purposes too.
You
>>can't have your cake and eat it too :)
>
>While I'm aware of your reasoning behind this, David, I'm not
entirely sure
>this is consistent with how things work in SR magic. If there's a
lot more
>mana, it should be easier to cast nasty spells without massive drain.


Drain has to do with how much raw enerfy a caster allows to flow
through their aura and thus their bodies. If their is more mana, the
option of using more of it exists and thus more Drain will be visited
on the caster. I can see long term research in the new mana rich
environment bringing the Drain down, but that would probably take
generations.

>It's a hideously unbalancing concept, I admit, and it's entirely
possible
>that I'm wrong, but I'm not sure I read this the same way as you do.


It is unbalancing, but fortunately the game just is not designed for
the eventuality.

Cheers

-- BRUCE <gyro@********.co.za>

<hard@****>

Theres nothing like a netfight
Everything is True
Nothing is Forbidden
Message no. 12
From: Kevin Dole kdole@***.vsc.edu
Subject: Stargate SR3
Date: Wed, 17 Mar 1999 09:12:26 EST5EDT
"Patrick Goodman" <remo@***.net>
> >Conversely, would they become stronger on a higher-mana world?
> Yep. How this would be implemented is a slight mystery to me, and would

I'd say higher levels of force until you acclimate (GM's call as to
how long that takes), but you need to be careful when you go back
to a normal mana level. If you've acclimated to higher levels, then
regular levels of mana will be a low-quality void until you readapt.

It's kinda like living at high altitude: Folks from up high have a
boost in thier stamina at sea-level, but only for a a week or so, then
thier bodies are used to the thicker air. When they go back home,
they need get used to the thin stuff again.


Kevin Dole /:|
kdole@***.vsc.edu
http://www.geocities.com/Area51/Dimension/4151/welcome.html
That night, with the blinds pulled, Mary had three helpings of corn, two backed potatoes,
extra bread, and a little lamb.
Message no. 13
From: David Buehrer dbuehrer@******.carl.org
Subject: Stargate SR3
Date: Wed, 17 Mar 1999 09:24:39 -0700 (MST)
Patrick Goodman wrote:
/
/ >. >On a low-
/ >/ >mana world do they become impotent until their return to Earth?
/ >/ >Conversely, would they become stronger on a higher-mana world?
/ >/
/ >/ That makes sense, the power decreasing/increasing depenind on the mana of
/ >/ the world.
/ >
/ >On a high mana world I'd impose a mana multiplier. Say the mana level is
/ >x2. If a Force 4 spell were cast it'd be treated as a Force 8 spell. Of
/ >course it'd be treated as a Force 8 spell for Drain purposes too. You
/ >can't have your cake and eat it too :)
/
/ While I'm aware of your reasoning behind this, David, I'm not entirely sure
/ this is consistent with how things work in SR magic. If there's a lot more
/ mana, it should be easier to cast nasty spells without massive drain.

Actually, in hindsight I don't think that more mana would make spell
casting any easier or more difficult using SR3 spellcasting
techniques. What it might allow for are new techniques.

So, IMHO if a spell casting runner stepped onto a mana rich world it
wouldn't affected them one way or the other. However, native spell
casters might use techniques completely alien to the runner.

/ ...I'm not sure I read this the same way as you do.

How about now? :)

-David B.
--
"Earn what you have been given."
--
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Message no. 14
From: Paul Gettle RunnerPaul@*****.com
Subject: Stargate SR3
Date: Wed, 17 Mar 1999 22:23:37 -0500
-----BEGIN PGP SIGNED MESSAGE-----

At 09:57 AM 3/17/99 +0200, Bruce wrote:
>Drain has to do with how much raw enerfy a caster allows to flow
>through their aura and thus their bodies. If their is more mana, the
>option of using more of it exists and thus more Drain will be visited
>on the caster. I can see long term research in the new mana rich
>environment bringing the Drain down, but that would probably take
>generations.

The best analogy is to compare drinking from a garden hose to drinking
from a firehose.

Sure it's going to be a lot easier to get an 8 oz. drink from the
firehose, but you're going to have a much harder time keeping your
shirt dry then you would from the garden hose.


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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 15
From: Patrick Goodman remo@***.net
Subject: Stargate SR3
Date: Tue, 23 Mar 1999 20:52:10 -0600
Oooh, dear, I forgot one from the other day....

>/ >On a high mana world I'd impose a mana multiplier. Say the
>/ >mana level is x2. If a Force 4 spell were cast it'd be treated as
>/ >a Force 8 spell. Of course it'd be treated as a Force 8 spell for
>/ >Drain purposes too. You can't have your cake and eat it too :)
>/
>/ While I'm aware of your reasoning behind this, David, I'm not
>/ entirely sure this is consistent with how things work in SR magic.
>/ If there's a lot more mana, it should be easier to cast nasty
>/ spells without massive drain.
>
>Actually, in hindsight I don't think that more mana would make spell
>casting any easier or more difficult using SR3 spellcasting
>techniques. What it might allow for are new techniques.

Actually, what I was thinking of would be that it would be impossible for a
mage to cast a spell below a particular force. The magic levels would add
to the effective force; our Earth, for purposes of this method, would be a
level 0 world. If they stepped out of the gate onto a level 3 world, it
would be impossible for them to cast a spell of less than force 4 (the force
1 they were trying to cast, plus the increased magic of the current
world)...which could cause problems. I've reconsidered my objection to the
higher drain target you originally mentioned, and now agree that it would
increase effective force for purposes of drain.

This works in reverse, too; a low mana world might be level -2, which means
that to get anything going at all they'd have to cast the spell at force 3.

Questions, comments, criticisms, aquatic life forms?

>So, IMHO if a spell casting runner stepped onto a mana rich world it
>wouldn't affected them one way or the other. However, native spell
>casters might use techniques completely alien to the runner.

Again, I'm not sure that this is entirely consistent with magic in
Shadowrun. The way I'm seeing it, more mana is going to affect the spells
that a magician casts in some way or another. I'm just trying to come up
with something that works for me.

I think that you're right, that there will be new and better techniques on
high-mana worlds, but I disagree that the mana level won't affect PC
spellcasters.

>/ ...I'm not sure I read this the same way as you do.
>
>How about now? :)

I think we're getting closer to an agreement.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 16
From: Elindor Quinn rjakins@****.murdoch.edu.au
Subject: Stargate SR3
Date: Wed, 24 Mar 1999 13:29:00 +0800
Patrick Goodman indicated RE: Stargate SR3

> Actually, what I was thinking of would be that it would be impossible for a
> mage to cast a spell below a particular force. The magic levels would add
> to the effective force; our Earth, for purposes of this method, would be a
> level 0 world. If they stepped out of the gate onto a level 3 world, it
> would be impossible for them to cast a spell of less than force 4 (the force
> 1 they were trying to cast, plus the increased magic of the current
> world)...which could cause problems. I've reconsidered my objection to the
> higher drain target you originally mentioned, and now agree that it would
> increase effective force for purposes of drain.

> This works in reverse, too; a low mana world might be level -2, which means
> that to get anything going at all they'd have to cast the spell at force 3.
>
> Questions, comments, criticisms, aquatic life forms?

How about having it alter the spell pool? A high mana world adds X
dice to the spell pool, while a low mana world removed Y from the
pool?

Elindor Quinn
People tell me things. I'm approachable.
Message no. 17
From: David Buehrer dbuehrer@******.carl.org
Subject: Stargate SR3
Date: Wed, 24 Mar 1999 07:28:46 -0700 (MST)
Elindor Quinn wrote:
/
/ Patrick Goodman indicated RE: Stargate SR3
/
/ > Actually, what I was thinking of would be that it would be impossible for a
/ > mage to cast a spell below a particular force. The magic levels would add
/ > to the effective force; our Earth, for purposes of this method, would be a
/ > level 0 world. If they stepped out of the gate onto a level 3 world, it
/ > would be impossible for them to cast a spell of less than force 4 (the force
/ > 1 they were trying to cast, plus the increased magic of the current
/ > world)...which could cause problems. I've reconsidered my objection to the
/ > higher drain target you originally mentioned, and now agree that it would
/ > increase effective force for purposes of drain.
/
/ > This works in reverse, too; a low mana world might be level -2, which means
/ > that to get anything going at all they'd have to cast the spell at force 3.
/ >
/ > Questions, comments, criticisms, aquatic life forms?
/
/ How about having it alter the spell pool? A high mana world adds X
/ dice to the spell pool, while a low mana world removed Y from the
/ pool?

Or, say the mana level is a Spell Pool multiplier. On "0" mana worlds
the characters would still be able to cast spells, but they wouldn't
have any mana pool (all drain would be physical). On a mana 2 world
they would have twice as much spell pool.

And use the mana level as a divisor when paying to learn new spells.
For example on a mana 2 world learning a spell would cost half as much
karma as on a regular (mana 1) world. Whereas on a mana 0 world
learning or improving a spell would be impossible. And before you
start screaming, "Every mage will sit down and start beefing up their
spells on the high mana worlds!" consider that they still have to take
the time to sit down and improve/learn spells. Don't give them that
time. (On high mana worlds the natives and critters typically won't
give them the peace and quiet to work on spells <EGMG>.)

And on high mana worlds paranormal critters would multiply their
available Essence for Powers by the mana level. (Yep, a vampire on a
mana 2+ world would be downright Scary.)

Comments, suggestions, heuristic life forms?

-David B.
--
"Earn what you have been given."
--
ShadowRN GridSec
The ShadowRN FAQ
http://shadowrun.html.com/hlair/BuildHtmlFAQ.php3?title=ShadowRN&faqlistúqsrn
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 18
From: Elindor Quinn rjakins@****.murdoch.edu.au
Subject: Stargate SR3
Date: Thu, 25 Mar 1999 09:44:08 +0800
David Buehrer indicated Re: Stargate SR3

> Elindor Quinn wrote:
> /
> / Patrick Goodman indicated RE: Stargate SR3
> /
> Or, say the mana level is a Spell Pool multiplier. On "0" mana worlds
> the characters would still be able to cast spells, but they wouldn't
> have any mana pool (all drain would be physical). On a mana 2 world
> they would have twice as much spell pool.

All drain being physical is not really a good idea in my opinion.
Another suggestion I could make is a void / inverse void
relationship, using the rules from Target : UCAS, and allowing them
to be applied in revers for high mana worlds, without reducing the
target number for the spell (which would be stupid).

> And use the mana level as a divisor when paying to learn new spells.
> For example on a mana 2 world learning a spell would cost half as much
> karma as on a regular (mana 1) world. Whereas on a mana 0 world
> learning or improving a spell would be impossible. And before you
> start screaming, "Every mage will sit down and start beefing up their
> spells on the high mana worlds!" consider that they still have to take
> the time to sit down and improve/learn spells. Don't give them that
> time. (On high mana worlds the natives and critters typically won't
> give them the peace and quiet to work on spells <EGMG>.)
>
> And on high mana worlds paranormal critters would multiply their
> available Essence for Powers by the mana level. (Yep, a vampire on a
> mana 2+ world would be downright Scary.)
>
> Comments, suggestions, heuristic life forms?
>
> -David B.
> --
> "Earn what you have been given."
> --
> ShadowRN GridSec
> The ShadowRN FAQ
>
http://shadowrun.html.com/hlair/BuildHtmlFAQ.php3?title=ShadowRN&faqlistúqsrn
> --
> email: dbuehrer@******.carl.org
> http://www.geocities.com/TimesSquare/1068/homepage.htm
>
>



Elindor Quinn
People tell me things. I'm approachable.

Further Reading

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