From: | "David M. Girardot" <GIRARDOT@*********.EDU> |
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Subject: | Historical Magic |
Date: | Mon, 3 May 1993 16:08:44 -0400 |
how you can get one) some guy suggested re-vamping Shadowrun magic completely
and making it more "subtle." I.e. no more fireballs. Just real subtle
things like making a light turn green just in time, or finding that spare
key under the mat. Personally, I think this is a pretty neat idea. The
reasoning is the same as what's mentioned now. Historically, warlocks
and witches were not some trumped-up spellslingers. On the other hand,
I rather like the Shadowrun spell system. I find it flexible and pretty
durn easy to use. In fact, it is my favorite part of the Shadowrun rules.
Now then, if someone was going to recreate the rules for a more realistic
flavor, I would say, read Crowley and some of the other "scholars." See
what the history was, and try to reproduce it as best you can. IMHO, that
kind of history will work fine with the existing system. If combat spells
bother you, then do what I did with an old ADND campaign, and disallow them.
Historical research, though, would be invaluable as it would add some more
"color" and background to the existing system. Perhaps you want to make
each spell a ritual that the mage must perform, or put the accent more
on astral doings, whatever.
--David
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