From: | Marc A Renouf <jormung@*****.UMICH.EDU> |
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Subject: | Re: Magic or Tech... |
Date: | Tue, 4 Apr 1995 20:20:08 -0400 |
> Many people (not all...just a lot) give mages pretty much free reign
> over the rules while making life damn near impossible for samurai
> (cyberpsychosis, while a wonderful roleplaying tool is hell on the
> character...a mages biggest worry is usually "how much karma do I need
> for my NEXT level of initiation?").
Yes, but a good GM can make things hellish on a mage as well.
Take the magical group, for instance. Yes, it's a great way to increase
your personal knowledge and power. But what if you slowly discover that
the group you joined turns out to be a little more than you'd bargained
for. And what if you come to the realization that you can't just leave.
It's too late. You know too much. A great situation for roleplaying and
one that can challenge the player as well as the character.
So it's up to the players to role-play the characters, but it's
up to the GM to come up with new and interesting challenges that will
engage the players beyond "I rolled a 34 on my initiative. I blast the
baddie."
Marc