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From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Starting character restrictions
Date: Wed, 11 Sep 1996 09:59:06 GMT
Brett Barksdale writes
>
> Starting characters....
>
> can't have any alpha-grade or better cyberware (already used this).
standard rule, why you get sams with essence left to spend.

> can't have wired 3 or VCR 3. (already used this)
generally a good idea, this sort of kit tends to unbalance the game
too easily unless you want to play in the BIG league from day one.

> can't start with any spells of force greater than their magic
> theory (is this a standard rule?) (didn't use this)
No its not, your thinking of the limit on spells research force equal
to theory. Its a reasonable house rule if you want to keep things in
check a bit but it won't stop much.

> can't start with certain spells like Increase Attributes, Increased
> Reflexes, and other "primo" spells that all magic chars always
> seem to get. (didn't use this)
You won't be popular, these are the magicians answer to wired
reflexes and muscle repacement which is why they are as popular. They
do make you vulnerable to astral attack which cyber does not however.

> can't start with any foci at all (didn't use this, but limited ratings
> to level 2)
for a low powered game an idea. My suggestion (unused to date) is no
items above 42,500 yen (neatly short of spell locks [45K] and wired
1 [55K])

> can't /ever/ raise starting attributes higher than one (didn't use this and
> now sixes are the norm and not the exception)
i have run , first incease FASA cost, 2nd double FASA, third tripple,
helps a bit. The one push ever rule really keeps things in check mind.

>
> If you, as an experiences player, were told about these guidelines -
> would you find them excessive? I've found that a lot of "casual" threat
> situations (low-level goons, etc.) are absolutely worthless since everyone
> in the group, including the mages, always are rolling 3 (or more) dice
delayed actions and flash grenades, plus partial cover, best resons
for magicians to get cyber eyes are flash grenades. but yes your
average goon squad vs typical runners is toast but vs hardened well
equiped criminals/terrorists (even though many have better morals
than that) they should be.

> for initiative or have power foci (even low levels make a big difference)
> or have spell locks etc. My sams are about where I want them. But the
> mages always seem to be right with the sams with advantages all their
> own.
with reasonable access and no excessive tooling thats typical, there
are some tricks to get an average 30 odd out of either and physads
can go faster still but they generally have drawbacks.

> Would you resent, as a mage player, being forced to acquire the
> "primo" spells and toys via role-playing and successful runs and developing
> contacts in game? Then, I could actually have a faze where, in the beginning
> of a character's history, gang punks and normal riff raff are an actual
> threat to mages.
you will have to limit locks and probably find some way to ban force
6 spells. You will have to do this in liasion with your players and
stamp out wired reflexes while you are at it to make things fair or
the manaball in lots will soon become IPE grenade in lots..

>
> Thoughts?
>
Mark

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