From: | Gurth <jweste%smtp@******.HZEELAND.NL> |
---|---|
Subject: | Re[2]: Other stuff in cyberarms (SMTP Id#: 170) - Reply |
Date: | Wed, 2 Mar 1994 09:42:09 +0100 |
>If you want to allow this, then give it a link or even just a
>recognisable signature, so that it can at least be detected astrally.
>Why ? If the pc ever gets caught by a mage, remind them that the fetish
>will most likely be removed, quickly! Any time I catch a hostile mage,
>the first things is to remove all jewellery etc that could be an item of
>magical assistance. We also have a mage in the team, and if I was told
> that the captive had implanted magic aids - out with the katana, slice
>open the body, rip out the fetish etc. Can't have a mage toasting you
> when you aren't looking. Messy but effective.
My kinda character!
>If you don't want to allow it, try to encourage the guy to role play,
>not rules play. The player is thinking like a person who knows the
>rules and has found a loophole, rather than a mage studying the arcane
>arts.
At the moment he's playing a shaman, when he thought it up he was
thinking like the Samurai he played before that, but I think he's
learning. These days he going "no, she'd never do that 'cause of her
totem" and that kind of stuff.
>The character could probably explain to the player why it wouldn't work.
>We have a guy like that in our team, and we have had to get to the point
>of saying, "the GM has made a decision, and it just doesn't work."
Same thing here. "The GM's god as far as you're concerned, pal!"