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Mailing List Logs for ShadowRN

From: John E Pederson <lobo1@****.COM>
Subject: Re: [SR3] Magical Magic
Date: Mon, 7 Jul 1997 11:18:43 EDT
Steve Kenson said:

<<OK, I'm getting some good feedback. Here's Survey Question #3...

One comment I've heard a lot of is "magic in Shadowrun should have more
of a
mystical/magical feel to it than it does now." I'm curious about the
idea,
since I don't quite understand it. Since SR magic is currently (IMHO)
based
on about 80% real-world magic theory and 20% fantasy magic (fireballs and
such) it feels pretty "mystical" to me. I'd like some feedback on the
issue.
Is SR magic "magical" enough? If not, how could it be better?>>


Well, I don't mind the hermetic viewpoint that SR magic is given myself,
all else aside, it does do a good job of not presenting the shaman's
view, though. I'll agree that hermetic theory is used most when dealing
with how magic works, etc, because it functions within a set of clearly
defined rules and guidlines. Shamanic magic, by its very nature, becomes
more unpredictable. But, like I said, the shamanic viewpoint isn't
presented *from* the shamanic viewpoint at any point in the books.


<<The one caveat I will have to put in is please, please don't tell me
"the
magic system should be more like Ars Magica, or Mage, or Earthdawn..." or
any
other role-playing game. The basic concepts of SR magic aren't going to
change, but we might be able to fix some of the "feel" of it.>>


:) You're lucky: SR's the only game I'm familiar enough with to discuss
such things on:)


--
-Canthros
I had rather believe all the fables in the legends and the Talmud
and the Alcoran, than that this universal frame is without a mind.
--Francis Bacon
http://members.aol.com/canthros1

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