Back to the main page

Mailing List Logs for ShadowRN

From: Joe Block <JPB1@******.COM>
Subject: Campaign Ground Rules revisited
Date: Fri, 20 Aug 1993 01:41:37 -0400
I forgot to save the names that go with these message excerpts. Sorry.

>Hmm, does this mean you guys are actually organised? Just a question, do
>you know this player from outside the gaming circle? I ask because our
>games usually come from within out on-campus club (RPSIG). Do you
>have some kind of school sponsored sign-up?

A new game store opened in town (right across the street from Florida
International University) and the owners encourage people to run games in
the store. I posted my signup sheet there for the game I'm running sunday.
It is a really nice location to game - Subway is next door and another
sandwich shop, Kinkos and a grocery store are in the adjacent shopping
center. I'm running the game there for a few weeks as sort of auditions for
my game - the last new people I recruited were hack & slashers rather than
roleplayers and never really gelled into a group.

>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.

A beginning runner starts out with at most 2 karma points, so he can have 2
spell locks if he blows all his karma. The only mage in the group so far
spell locked her armor spell, and is saving up for improved invisibility. I
haven't really figured out how to deal with Magebo types, other than to
point out that getting in the thick of things is really just begging to lose
Magic to wounds. I may just arbitrarily say that no one can start with an
increased stat spell greater than +1. If they want to research something
more powerful during the game, I'll have to deal with that then.

>He wasn't thrilled when I told him that any mage wanting spells at higher
>than force 3 has to have magical theory. Another one of my house rules is
>that spell formulas aren't normally sold at higher than force 3
>So does that mean they can't start with higher than Force 3? And does the
>theory skill have to be equal to or higher than spell force?

They can have starting spells up to force 6, as normal. I have *no* problem
with them starting out with a really low magic theory - I sort of prefer it
because it makes life easier for me. A low theory means it'll be a bitch for
them to boost their spells ratings later, and as an added bonus, it'll take
forever even when it does work. The only dice they can use to boost their
theory are from a single elemental (GII, p114), so if they want to spend
many K nuyen and summon one, fine. Unfortunately Liana (who is playing the
group's hermetic) figured that out for herself and took a theory of 6.
She's planning on charging anyone who wants one of her spells a hefty
research fee (A greedy runner, who woulda thunk it) to help pay for a decent
library.

I don't recall if I mentioned it before, but deckers will have to start with
a stock deck, too.

My main reasoning behind all these limitations was to give the PCs something
to aspire to. If they already have betaware, handmade decks, or initiation,
what do they have to look forward to?

Joe <jpb1@******.com>

Eternals! I hear your call gladly.
Dictate swift winged words & fear not
To unfold your dark visions of torment.
--William Blake, 1794

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.