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Message no. 1
From: Roger Ramirez <chariot@*******.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Fri, 29 Mar 1996 10:58:34 -0500 (EST)
>
>> There's also the possibility of adapting WW's WoD to SR, in which case
>> vampries get made by one vampire sucking all the blood from a mortal, and
>> then letting him/her drink some of the vampire's blood.
>> Werewolves I don't know, I've never played W:tA.
>
Actually... if anyone is interested, I have something that i got from
somewhere (I really don't remember) that gives rules for bringing in Mages
from WoD into Shadowrun. It is very scary and I would advise only the most
munchkinous of DM's to allow players to use this. If anyone would care to
see it just drop me a line and I'll send it to you.

If I find out who wrote it and I get there permission I'll just put it on my
web page. BTW- It's grown. :)

Chariot
---
chariot@*******.net
Please visit BearCat Company's ever-expanding (or simply under construction)
home pages!

"BearCat's Home Page" ( http://www.icanect.net/~saeko/,
http://www.icanect.net/~chariot/ )
"Chariot's RPG Page" ( http://www.icanect.net/~chariot/RPG/ )
"Saeko's Home Page" ( http://www.icanect.net/~saeko/Cat/ )
"Saeko's Lil' Advices on Making Web Page"
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Message no. 2
From: mbroadwa@*******.glenayre.com (Mike Broadwater)
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Fri, 29 Mar 1996 10:05:31 -0600
>>
>>> There's also the possibility of adapting WW's WoD to SR, in which case
>>> vampries get made by one vampire sucking all the blood from a mortal, and
>>> then letting him/her drink some of the vampire's blood.
>>> Werewolves I don't know, I've never played W:tA.
>>
>Actually... if anyone is interested, I have something that i got from
>somewhere (I really don't remember) that gives rules for bringing in Mages
>from WoD into Shadowrun. It is very scary and I would advise only the most
>munchkinous of DM's to allow players to use this. If anyone would care to
>see it just drop me a line and I'll send it to you.

I have to agree here. A White Wolf mage in an SR setting would be totally
munchkinous. No drain, can cast anything they think of, and the only draw
back is that it has to fit into static reality. And SR's reality is one in
which magic exsists, and while not common, isn't exactly rare. I don't see
how you could have a mage like this in SR, unless you're a power mad gamer
who has to live vicariously throught their characters.

Mike Broadwater
http://www.olemiss.edu/~neon
"Remember 'kill with a touch' isn't a special skill, it's a cry for help."
Message no. 3
From: "Gurth" <gurth@******.nl>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sat, 30 Mar 1996 12:04:19 +0100
Mike Broadwater said on 29 Mar 96...

> I have to agree here. A White Wolf mage in an SR setting would be totally
> munchkinous. No drain, can cast anything they think of, and the only draw
> back is that it has to fit into static reality. And SR's reality is one in
> which magic exsists, and while not common, isn't exactly rare. I don't see
> how you could have a mage like this in SR, unless you're a power mad gamer
> who has to live vicariously throught their characters.

It would be munchkinous if you intend to play a normal Shadowrun game with
a Mage character in the group... About as munchkinous as having a vampire
or a shapeshifter in a normal SR team, IMHO. However, I hold the opinion
that it is *not* munchkinous if you play a M:tA campaign set inShadowrun's
2057.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Yes, somewhere in the world there is this *one* guy that's coming
up with all these .sigs, and cussing everytime he sees someone
else grab one of them. :) --Joe Cotton
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 4
From: Marizhavashti Kali <xenya@********.com>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sat, 30 Mar 1996 09:05:23 -0800 (PST)
On Sat, 30 Mar 1996, Gurth wrote:

> It would be munchkinous if you intend to play a normal Shadowrun game with
> a Mage character in the group... About as munchkinous as having a vampire
> or a shapeshifter in a normal SR team, IMHO. However, I hold the opinion
> that it is *not* munchkinous if you play a M:tA campaign set inShadowrun's
> 2057.

Besides, an M:tA character is highly unlikely to be able to do everything
sie can imagine... That takes far too many Spheres.

Versatile, very much so.

Deirdre M. Brooks | xenya@********.com | Marizhavashti Kali
"Whose religion is this?" "It's not a religion, it's a cult."
"Whose cult
is this?" "It's Hubbard's cult, baby." "Who's Hubbard?"
"Hubbard's dead,
baby. Hubbard's dead." -Meme-
Message no. 5
From: Roger Ramirez <chariot@*******.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sat, 30 Mar 1996 12:54:33 -0500 (EST)
>It would be munchkinous if you intend to play a normal Shadowrun game with
>a Mage character in the group... About as munchkinous as having a vampire
>or a shapeshifter in a normal SR team, IMHO. However, I hold the opinion
>that it is *not* munchkinous if you play a M:tA campaign set inShadowrun's
>2057.

Well... I have to say this one is debateable. It may not really be
munchikinous though because of the fact that you just have your opponents
who are equally strong. But having everyone in the world be munchikinous,
does that make it not munchikinous? Do the munchkins cancel eachother out?

A friend of mine and I were trying to think of a good reason why Mages would
be in Shadowrun. The horrors could easily be labeled as Nephandi and the
technocracy just decided... hey we are gonna have a bigger threat let's
chill out with the traditions. That's just one view and my 2 pennies.

Chariot
---
chariot@*******.net
Please visit BearCat Company's ever-expanding (or simply under construction)
home pages!

"BearCat's Home Page" ( http://www.icanect.net/~saeko/,
http://www.icanect.net/~chariot/ )
"Chariot's RPG Page" ( http://www.icanect.net/~chariot/RPG/ )
"Saeko's Home Page" ( http://www.icanect.net/~saeko/Cat/ )
"Saeko's Lil' Advices on Making Web Page"
( http://www.icanect.net/~saeko/Cat/homepage.htm )
Message no. 6
From: "Gurth" <gurth@******.nl>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 31 Mar 1996 14:03:20 +0100
Roger Ramirez said on 30 Mar 96...

> Well... I have to say this one is debateable. It may not really be
> munchikinous though because of the fact that you just have your opponents
> who are equally strong. But having everyone in the world be munchikinous,
> does that make it not munchikinous? Do the munchkins cancel eachother out?

If you say this is munchkinous then the whole WoD is munchkinous, IMHO --
compare SR to Vampire, for example. Sure, shadowrunners are above-average
folks, but if you compare a vampire to a mortal, they are quite a bit over
a shadowrunner's power level again. Like I said, as long as you stick to
the game that you place *into* the SR world, everything should work out
fine, and I don't think it would be munchkinous any more than the game is
if set in the 1990s.

> A friend of mine and I were trying to think of a good reason why Mages would
> be in Shadowrun. The horrors could easily be labeled as Nephandi and the
> technocracy just decided... hey we are gonna have a bigger threat let's
> chill out with the traditions. That's just one view and my 2 pennies.

A good reason? Simple enough: if you simply apply all of Shadowrun's
background (you know, the And So It Came To Pass... chapter) to Mage, you
end up 60 years into the future, in a time with cyberware, SR-style magic,
the Matrix, and all the other things SR players know and love/hate [delete
as appropriate]. Whether the mages would know of the coming Awakening is
open to debate, but depending on which one you choose, they can either be
surprised by it and have to adjust, or they might have engineered the
whole thing themselves (the progenitors were responsible for metahumans
appearing in the first place?).

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Yes, somewhere in the world there is this *one* guy that's coming
up with all these .sigs, and cussing everytime he sees someone
else grab one of them. :) --Joe Cotton
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 7
From: Roger Ramirez <chariot@*******.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 31 Mar 1996 08:35:42 -0500 (EST)
>> A friend of mine and I were trying to think of a good reason why Mages would
>> be in Shadowrun. The horrors could easily be labeled as Nephandi and the
>> technocracy just decided... hey we are gonna have a bigger threat let's
>> chill out with the traditions. That's just one view and my 2 pennies.
>
>A good reason? Simple enough: if you simply apply all of Shadowrun's
>background (you know, the And So It Came To Pass... chapter) to Mage, you
>end up 60 years into the future, in a time with cyberware, SR-style magic,
>the Matrix, and all the other things SR players know and love/hate [delete
>as appropriate]. Whether the mages would know of the coming Awakening is
>open to debate, but depending on which one you choose, they can either be
>surprised by it and have to adjust, or they might have engineered the
>whole thing themselves (the progenitors were responsible for metahumans
>appearing in the first place?).
>
Well... just adding to some background.
The mages might have been around since the time of Earthdawn and since then
have been deciding a way to deal with the Horrors when they return. The
technocracy and the Traditions might be trying to find a way to keep the
Nephandi from destroying the world again as it has and so the Technocracy
created the Metahumans via the progenitors and may probably try to make even
more types of races this time around to combat the Horrors. They may have
also expanded the Digital Web (Matrix) so that the Mages would have new
ground to fight the Horrors.

Chariot
---
chariot@*******.net
Please visit BearCat Company's ever-expanding (or simply under construction)
home pages!

"BearCat's Home Page" ( http://www.icanect.net/~saeko/,
http://www.icanect.net/~chariot/ )
"Chariot's RPG Page" ( http://www.icanect.net/~chariot/RPG/ )
"Saeko's Home Page" ( http://www.icanect.net/~saeko/Cat/ )
"Saeko's Lil' Advices on Making Web Page"
( http://www.icanect.net/~saeko/Cat/homepage.htm )
Message no. 8
From: Larry <lomion@********.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 31 Mar 1996 11:04:57 -0500
<<SNIP>>

>> A friend of mine and I were trying to think of a good reason why Mages would
>> be in Shadowrun. The horrors could easily be labeled as Nephandi and the
>> technocracy just decided... hey we are gonna have a bigger threat let's
>> chill out with the traditions. That's just one view and my 2 pennies.
>
>A good reason? Simple enough: if you simply apply all of Shadowrun's
>background (you know, the And So It Came To Pass... chapter) to Mage, you
>end up 60 years into the future, in a time with cyberware, SR-style magic,
>the Matrix, and all the other things SR players know and love/hate [delete
>as appropriate]. Whether the mages would know of the coming Awakening is
>open to debate, but depending on which one you choose, they can either be
>surprised by it and have to adjust, or they might have engineered the
>whole thing themselves (the progenitors were responsible for metahumans
>appearing in the first place?).
>
Actually, it could be a marauder trick even, say they succeeded in
opartially ripping open the gauntlet and even the Barrier(on the edge of the
Deep Umbra). This way you could have the ensuing war ended with the primacy
of the Syndicate in the Technocracy and the NWO falling (the rise of the
Corps, fall of Gov'ts). The Elven Illuminati could be like faerie's from
changeling, Hell, the metahumanb thing can be changeling suddenly gaining
more form and power even, to a degree (perhaps as perceptions change their
poewrs and abilities change, with a few of the eldest retaining they're
original powers?). Initiatie orders could be like tradidtions. Anyway
that's off the top of my head. Whatta ya all think?
Larry Sica
lomion@**.cybernex.net
http://www2.cybernex.net/~lomion
-----------------------------------------------
"I see the eyes but not the tears
This is my affliction"
>From "Eyes that last I saw in tears", T.S. Eliot
-----------------------------------------------
Message no. 9
From: Russ Myrick <rm91612@****.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 31 Mar 1996 10:53:16 -0800
Gurth wrote:
<snip>
> A good reason? Simple enough: if you simply apply all of Shadowrun's
> background (you know, the And So It Came To Pass... chapter) to Mage,
> you end up 60 years into the future, in a time with cyberware, SR-style
> magic, the Matrix, and all the other things SR players know and love/
> hate [delete as appropriate]. Whether the mages would know of the
> coming Awakening is open to debate, but depending on which one you
> choose, they can either be surprised by it and have to adjust, or they
> might have engineered the whole thing themselves (the progenitors were
> responsible for metahumans appearing in the first place?).

Good point. This topic/idea came up for discussion a while back, on the
now defunct MacGee's Tavern site, before the release of MtA & V:tM. They
were trying to establish a story line that tied in the Possibility Wars
from "Grim Jack" fame with the SR storyline. Trolls and Ghouls
especially are supposed to be minions from the other side of existance
... where did I put those notes?
Message no. 10
From: "A. Blair Blackwell" <ab130f92@*******.adelphi.edu>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sat, 30 Mar 1996 12:21:26 -0500
At 10:53 3/31/96 -0800, Russ wrote:

>Good point. This topic/idea came up for discussion a while back, on the
>now defunct MacGee's Tavern site, before the release of MtA & V:tM. They
>were trying to establish a story line that tied in the Possibility Wars
>from "Grim Jack" fame with the SR storyline. Trolls and Ghouls
>especially are supposed to be minions from the other side of existance
>... where did I put those notes?

Grim Jack!!!! I Want! Havn't hear that name since high school. (Don't ask.)
Find those notes Russ.

BLAIR
Message no. 11
From: Marizhavashti Kali <xenya@********.com>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 31 Mar 1996 13:17:04 -0800 (PST)
On Sat, 30 Mar 1996, A. Blair Blackwell wrote:

> >were trying to establish a story line that tied in the Possibility Wars
> >from "Grim Jack" fame with the SR storyline. Trolls and Ghouls
>
> Grim Jack!!!! I Want! Havn't hear that name since high school. (Don't ask.)
> Find those notes Russ.

It did cross over... Especially when you see that Bradstreet page in
Harlequin... :-)

Deird'Re M. Brooks | xenya@********.com | Marizhavashti Kali
"Whose religion is this?" "It's not a religion, it's a cult."
"Whose cult
is this?" "It's Hubbard's cult, baby." "Who's Hubbard?"
"Hubbard's dead,
baby. Hubbard's dead." -Meme-
Message no. 12
From: Jonas Gabrielson <m94jga@*******.tdb.uu.se>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Mon, 1 Apr 1996 15:04:21 +0200 (MET DST)
On Sat, 30 Mar 1996, Gurth wrote:

> Mike Broadwater said on 29 Mar 96...
>
> > I have to agree here. A White Wolf mage in an SR setting would be totally
> > munchkinous. No drain, can cast anything they think of, and the only draw
> > back is that it has to fit into static reality. And SR's reality is one in
> > which magic exsists, and while not common, isn't exactly rare. I don't see
> > how you could have a mage like this in SR, unless you're a power mad gamer
> > who has to live vicariously throught their characters.
>
> It would be munchkinous if you intend to play a normal Shadowrun game with
> a Mage character in the group... About as munchkinous as having a vampire
> or a shapeshifter in a normal SR team, IMHO. However, I hold the opinion
> that it is *not* munchkinous if you play a M:tA campaign set inShadowrun's
> 2057.

I agree with Gurth here - a WoD/SR crossover should be played with
Storyteller rules in the Shadowrun setting (as I said earlier). Having a
group with normal runners intermixing with mages/vampires/werewolves etc.
is not an option, mostly because the runners still are sleepers (even
magicians/shamans, IMHO). It would be about as bad as mixing characters
from different Storyteller games.
However, playing a M:tA campaign in SR setting would still be
munchkinous, since M:tA per definition is a munchkinous game... :-)

-Jonas Gabrielson, a Progenitor apprentice
Message no. 13
From: Marizhavashti Kali <xenya@********.com>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Mon, 1 Apr 1996 15:27:51 -0800 (PST)
On Mon, 1 Apr 1996, Jonas Gabrielson wrote:

> However, playing a M:tA campaign in SR setting would still be
> munchkinous, since M:tA per definition is a munchkinous game... :-)

I take back the nice things I said to you, Jonas. :-)

Deird'Re M. Brooks | xenya@********.com | Marizhavashti Kali
"Whose religion is this?" "It's not a religion, it's a cult."
"Whose cult
is this?" "It's Hubbard's cult, baby." "Who's Hubbard?"
"Hubbard's dead,
baby. Hubbard's dead." -Meme-
Message no. 14
From: Russ Myrick <rm91612@****.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Mon, 01 Apr 1996 07:16:31 -0800
A. Blair Blackwell wrote:
>
> Grim Jack!!!! I Want! Havn't hear that name since high school. (Don't ask.)
> Find those notes Russ.

And the Hunt Is On! (heh heh, it only means your not as old as I am
Message no. 15
From: Jonas Gabrielson <m94jga@*******.tdb.uu.se>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Tue, 2 Apr 1996 16:01:17 +0200 (MET DST)
On Mon, 1 Apr 1996, Marizhavashti Kali wrote:

> On Mon, 1 Apr 1996, Jonas Gabrielson wrote:
>
> > However, playing a M:tA campaign in SR setting would still be
> > munchkinous, since M:tA per definition is a munchkinous game... :-)
>
> I take back the nice things I said to you, Jonas. :-)

You mean you *didn't* know? I take back my last remark! Disavow
any knowledge of my babbling! :-)
Seriously, I just think that mages are way too powerful in M:tA,
especially in relation to other supernaturals. Conflicts with anything
else than other mages are meaningless, and even they become boring if they
take place in the Umbra. But that's just my biased opinion, and after all,
I've only played the game for a few months. I *certainly* didn't mean to
offend, o mighty dominatrix of words. :)

-Jonas Gabrielson, who cannot wait for the next flaming
Message no. 16
From: mbroadwa@*******.glenayre.com (Mike Broadwater)
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Tue, 2 Apr 1996 08:33:12 -0600
I will attempt to end this thread by going off topic. Stop now if you are
looking for SR stuff, check farther down the message.
>
>On Mon, 1 Apr 1996, Marizhavashti Kali wrote:
>
>> On Mon, 1 Apr 1996, Jonas Gabrielson wrote:
>>
>> > However, playing a M:tA campaign in SR setting would still be
>> > munchkinous, since M:tA per definition is a munchkinous game... :-)
>>
>> I take back the nice things I said to you, Jonas. :-)
>
> You mean you *didn't* know? I take back my last remark! Disavow
>any knowledge of my babbling! :-)
> Seriously, I just think that mages are way too powerful in M:tA,
>especially in relation to other supernaturals.
It's called the "'Hi, I'm Caine' 'Neat. You're a lawn chair, where's my
martini'" syndrome. Check out the new rules of counter magick in Mage 2.
Things have been vastly improved.


>Conflicts with anything
>else than other mages are meaningless, and even they become boring if they
>take place in the Umbra. But that's just my biased opinion, and after all,
>I've only played the game for a few months. I *certainly* didn't mean to
>offend, o mighty dominatrix of words. :)
Give the werewolves 'speed of thought' (a first level gift) and any vampires
celerity and watch the little mages take wounds (and remember, they don't
regenerate, and life magic can't heal aggrevated damage.)


SR stuff:

I still think that WoD mages would be to powerful in SR. While the rest of
the party might be a bunch of sleepers, the Mage could still do effects that
would seem perfectly normal to them. A forces energy bolt would be looked
at as a fireball/manabolt etc. Balefire would just be a different looking
hellblast. There's so much weird magic stuff that runners might not believe
what they hear, but most are more than willing to believe what they see.

Mike Broadwater
http://www.olemiss.edu/~neon
"You only need to things in this world. WD40 to make things go, and duct
tape to make them stop."
Message no. 17
From: Marizhavashti Kali <xenya@********.com>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Tue, 2 Apr 1996 11:40:51 -0800 (PST)
On Tue, 2 Apr 1996, Jonas Gabrielson wrote:

> > I take back the nice things I said to you, Jonas. :-)
>
> You mean you *didn't* know? I take back my last remark! Disavow
> any knowledge of my babbling! :-)

You never said a thing. :-)

> Seriously, I just think that mages are way too powerful in M:tA,
> especially in relation to other supernaturals. Conflicts with anything
> else than other mages are meaningless, and even they become boring if they
> take place in the Umbra. But that's just my biased opinion, and after all,
> I've only played the game for a few months. I *certainly* didn't mean to
> offend, o mighty dominatrix of words. :)

No offense taken, but if you wish to discuss this further (I do have
differing opinions on this matter, and would not be adverse to further
explanation), please e-mail me privately.... again. :-)

> -Jonas Gabrielson, who cannot wait for the next flaming

Flaming? FLAMING?? I'm sorry, that wasn't a flame. Would you like me to
flame you?

Deird'Re M. Brooks | xenya@********.com | Marizhavashti Kali
"Whose religion is this?" "It's not a religion, it's a cult."
"Whose cult
is this?" "It's Hubbard's cult, baby." "Who's Hubbard?"
"Hubbard's dead,
baby. Hubbard's dead." -Meme-
Message no. 18
From: Marizhavashti Kali <xenya@********.com>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Tue, 2 Apr 1996 11:52:04 -0800 (PST)
On Tue, 2 Apr 1996, Mike Broadwater wrote:

> SR stuff:
>
> I still think that WoD mages would be to powerful in SR. While the rest of
> the party might be a bunch of sleepers, the Mage could still do effects that
> would seem perfectly normal to them. A forces energy bolt would be looked
> at as a fireball/manabolt etc. Balefire would just be a different looking
> hellblast. There's so much weird magic stuff that runners might not believe
> what they hear, but most are more than willing to believe what they see.

If you convert Mage: Second Edition to Shadowrun: Second Edition and
remain faithful to both games, Mages are *not* exceedingly powerful until
they reach 5 in any given area... There are still many magickal effects
which can and would draw Paradox, so it isn't *too* bad.

Deird'Re M. Brooks | xenya@********.com | Marizhavashti Kali
"Whose religion is this?" "It's not a religion, it's a cult."
"Whose cult
is this?" "It's Hubbard's cult, baby." "Who's Hubbard?"
"Hubbard's dead,
baby. Hubbard's dead." -Meme-
Message no. 19
From: melchar@****.darkside.com (Melchar)
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Tue, 02 Apr 96 11:43:07 PST
> > Grim Jack!!!! I Want! Havn't hear that name since high school. (Don't ask.
> > Find those notes Russ.
>
> And the Hunt Is On! (heh heh, it only means your not as old as I am
>

Like anyone is as old as I am <sighs> -- it's oftimes distressing to
be the oldest gamer in not _only_ just one group, but in your -entire-
gaming sphere(!)
Message no. 20
From: Jonas Gabrielson <m94jga@*******.tdb.uu.se>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Wed, 3 Apr 1996 11:05:39 +0200 (MET DST)
On Tue, 2 Apr 1996, Mike Broadwater wrote:

> >On Mon, 1 Apr 1996, Marizhavashti Kali wrote:
> >
> >> On Mon, 1 Apr 1996, Jonas Gabrielson wrote:
> >>
> >> > However, playing a M:tA campaign in SR setting would still be
> >> > munchkinous, since M:tA per definition is a munchkinous game... :-)
> >>
> >> I take back the nice things I said to you, Jonas. :-)
> >
> > Seriously, I just think that mages are way too powerful in M:tA,
> >especially in relation to other supernaturals.
>
> It's called the "'Hi, I'm Caine' 'Neat. You're a lawn chair, where's my
> martini'" syndrome.

Which once again takes up the question of vampiric lawn chairs ...
you know, the ones that seem to gobble up stuff that fall into the gap
between the back support and the seat, destroy your last pair of pants,
and *actively* try to draw blood with rusty, protruding nails. :)

> Check out the new rules of counter magick in Mage 2.
> Things have been vastly improved.

"That's a 'will do' to you, sir!"

-Jonas Gabrielson, soon on holiday
Message no. 21
From: Russ Myrick <rm91612@****.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Wed, 03 Apr 1996 10:36:56 -0800
> Like anyone is as old as I am <sighs> -- it's oftimes distressing
> to be the oldest gamer in not _only_ just one group, but in your
> -entire- gaming sphere(!)

Granted Dinosaurs were roaming the land in '73, A&E was the big gun in
gaming news, & "Chain Mail" was the FRP to play at the time. Class of
'77 bah! humbug!

Feel younger now?
Message no. 22
From: melchar@****.darkside.com (Melchar)
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Thu, 04 Apr 96 11:27:04 PST
Russ Myrick <rm91612@****.net> writes:

> > Like anyone is as old as I am <sighs> -- it's oftimes distressing
> > to be the oldest gamer in not _only_ just one group, but in your
> > -entire- gaming sphere(!)
>
> Granted Dinosaurs were roaming the land in '73, A&E was the big gun in
> gaming news, & "Chain Mail" was the FRP to play at the time. Class of
> '77 bah! humbug!
> Feel younger now?

No ... older. Although I have the 'distinction' of never missing a
week in rpg gaming play since '73.
Message no. 23
From: Russ Myrick <rm91612@****.net>
Subject: Re: Vampires and Werewolves:WoD in Shadowrun
Date: Sun, 07 Apr 1996 09:28:13 -0700
Melchar wrote:
> No ... older. Although I have the 'distinction' of never missing a
> week in rpg gaming play since '73.


Oh, well. I tried. You know there's mountains that aren't this old, but
then there are others like Lou Zachi, Marc Aiken, & Fletcher Prat -- some
of whom are still at it since '67.

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