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Message no. 1
From: hAPPY gUY <FSAJB3@******.BITNET>
Subject: What I really mean is...
Date: Mon, 31 Jan 1994 19:53:04 -0900
I'll be the first to admit that the astral is a nifty place to die
in abig hurry, but that is not the point of my letter. Yes spirits can't
search large areas, and watchers need amental image, but as Da Minotaur
(at least I think it was him in the middle of that digest) said, an astral
mage can see truth from lies, see through illusion and shapechanges, also
they can instantly (close anyway) move to a location and communicate, spy,
etc. My point is this: The aforementioned activities tend to downplay the
technological aspect of the game by rapidly and effectively circumventing
the need for technology. Making things more difficult via bigger wards,
more wards and blowing up magic items doesn't effectively deter players,
it tends to incise them to even more heroic efforts in the astral arena.
This then causes a further magical bias in the game. I for one think
that a strong technological presence in the game enhances the flavor. There
is a greast deal of role playing potential in having your P.I. down in the
streets trying to dig up the facts on a Johnson. This is not to say that
magic should not also play an important part in the game. With proper treatment
magic can add a great deal of mystery to the game. In my campaign I found it
most effective to slow the astral access down a bit, as follows:

I had the astral "atmosphere" collapse down to the Earth's surface into
Ley lines ala England. Access to the astral without the "atmosphere" became
very strenuous, i.e. Drain was involved. For assensing the drain is
(5 - initiate grade)S, or (5 - initiate grade)M on a ley line. This led to
all kinds of interesting scenarios with players trying to buy living
quarters on or off ley lines, check if their target was on a line etc.
Astrally projecting characters run into a much more dangerous situation. They
face (10 - initiate grade)D PHYSICAL drain for each minute they project.
The only way to circumvent the nasty drain is by the expenditure of ritual
materials (units = 12 - magic attribute) and ritual lasting for (12 - magic
attribute)hours. The players could then project normally. This went over
EXTREMELY well with my players. It sped the game up, kept the party together,
stopped the mages from dying every other game, and shifted the emphasis back
to a more even spread between tech/magic. Ritual magic and astral quests
were unaffected by the change as neither is very easy in the first place.
and as Da minotaur noted, Illusions actually work, along with disguises,
shapeshifting thermal masking, and ruthenium fibers. Also spirits become
alot more powerful, which adds to the mystique.
NOTE: When I refered to ley lines in England, I wasn't refering to the SR
rules, just the legend. I haven't read the SR rules in ages so I doubt they
coincide.

Just all warm and fuzzy inside knowing that I'm
hAPPY gUY
Message no. 2
From: Michael Garoni <Michael_Garoni@****.INTERSOLV.COM>
Subject: Re: What I really mean is...
Date: Wed, 2 Feb 1994 08:44:00 LCL
I'm not sure that I follow the line of the discussion here, since I have only
just joined the discussion group, but it seems that you guys are suggesting that
Astral Space is just too powerful, and that it should be cut back.

The way that we run astral space seems to be slightly different. For starters,
our GM only describes vague shapes of non living items, ie there's a hole in the
floor and another hole in the roof could be describing an elevator shaft, or
just a hole in the roof and floor. Secondly, since I percieve that most
innanimate objects are the shades of the same colour, it is difficult to pick up
details on things like walls. The light sources are different in astral space
and so shadows etc look different as do the highlights.

The only non living stuff that looks different are things with strong emotional
attachments, ie beds, favorite dolls etc.

Also, your perceptions of distance are skewed in astral space. We have had some
real fun trying to follow a map made by a mage after her astral recon.

Also, don't forget background count. This can be a real bummer for a mage doing
recon.

Things like writing are difficult, but trying to read a computer screen ?
Forget it!

You still need good physical and matrix recon/investigation. Also, you can't
pick up rumours in astral space - except from other magic users.

-Obi Wan
Message no. 3
From: Michael Garoni <Michael_Garoni@****.INTERSOLV.COM>
Subject: Re[2]: What I really mean is...
Date: Wed, 2 Feb 1994 17:07:00 LCL
Another Hoi Chummers,

Continuing on my discussion of Astral Spying, I forgot to point out that as far
as I know, you can't actually hear in astral space. As far as I know, even
watchers have to manifest to hear (at least that's how we play it).

Fair enough, you can see truth etc so you can see through illusions etc but the
best that you would be able to do is try to figure roughly were they are and
what emotions they are radiating. You could also tell how much cyberware they
had by how much of them was missing, or how disturbed their aura was, but not
what that cyberware is. Astral recon is excellent for checking out magical
defences/abilities, but it is too vague for exclusive use. If you want to do it
right, you need astral, matrix and physical recon and investigation.

-Obi Wan

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