From: | "David Loewenstern, Bell Labs, |
---|---|
Subject: | Beginning character limits |
Date: | Wed, 18 Aug 1993 10:09:34 EDT |
} One of the prospective players for my SR campaign is upset because I won't
} let him create his samurai with alpha/beta ware or Bioware.
These both sound like reasonable role-playing hooks to me. The way I
see it, starting a sammi with betaware is like starting a mage already
initiated. Unless you specifically want to start with a fairly
high-powered game, you probably should let the characters arrive at
that level after a few months of gaming having fun with role-playing
the search for the appropriate black-market connections, the
uncertified street doc, etc.
} He wasn't thrilled when I told him that any mage wanting spells at higher
} than force 3 has to have magical theory.
I don't think that limitation addresses the _really_ kick-ass spells
that unbalance the game: increase attributes, combat sense, etc. I'd
rather have the mages throwing around force 6 fireballs than have them
start with spell-locked _increased reflexes+3_, _increased body+4_,
_increased strength+4_ and _combat sense_ so they can win an unarmed
fight against an ork sammi.
We simply made a house rule that certain powerful spells were known to
exist, but not generally available: all of the _increase_ +3 and +4
spells, the nastiest of the will-dominating spells, etc. You want
them, you research them yourself, or find some shady mage/shaman who
will sell the formulae for big bucks.
I agree that it is a good idea to force mages to research their own
spells. For one thing, the player might invent something interesting,
and for another, it gives the GM a good way to restrict access to
spells he doesn't like, but doesn't simply want to remove from the
game altogether.
} All of this information was on the sign up sheet I posted looking for SR
} players.
It's your game, and you don't have to tailor it for this mun....
(*whew*. almost said it.) ...guy. He doesn't have to play with you
if he doesn't want to.
Quincunx