From: | Doctor Doom <JCH8169@*****.TAMU.EDU> |
---|---|
Subject: | Initiation... |
Date: | Fri, 30 Oct 92 05:46:00 CET |
>In reply to J. Earl Williams' comments on initiation: Sorry, but the rules make
> it far easier to initiate than to find a clinic. It's simple IF you have the K
>arma to spare (yeah, right. that happens so often with mages). Say you wanted t
>o become a level 0 initiate. Just spend 18 karma (at most) and poof! you're the
>re! Like magic! (pun intended). It's called self-initiation, and it cuts out a
>lot of the grief GM's can give players (that's why it more expensive than group
> initiation).
>As to the non game rule reasons J.E.W. listed- look, if I just spent 18 #$$%&@@
>#$% KARMA, MY HARD-EARNED-AND-I-ALMOST-DAMN-WELL-BOUGHT-THE-FARM-TO-GET-IT-KARM
>A, to advance, my totem had better damn well think I'm ready for it/ worthy of
>it, otherwise I'm selling my magical secrets and using the nuyen to buy cyberwa
>re!!!!
Well, I agree with Jeff on this one, but a GM mandating a delay in characters
finding a Magic Group as a method by which they may put a dampner on Mages
getting too powerful too quickly. Thus the GM does not PROHIBIT the initiation
of magical characters, but makes it a LOT more expensive. More expensive means
it takes a lot longer to accumulate that much Karma...hopefully, anyway.
Well, those are my two Reichsthalers...
Colonel Count von Hohenzollern und von Doom, DMSc, DSc, PhD.
Doom Technologies & Weapon Systems, Inc. & Dark Thought Publications
>>> Working together on solutions best left in the dark.
<<<
[ Doctor Doom : jch8169@********.tamu.edu ]