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Mailing List Logs for ShadowRN

From: Bruce <gyro@********.CO.ZA>
Subject: Mysticism
Date: Wed, 9 Jul 1997 11:26:40 +0200
(Snip Steve's Q about Mystical Magic)
>>
>>
>This is something, as I said in my principle response to Steve's Post, is
>that much of the magic in SR has a big basis upon what many people (read as
>New Agers, Pagan Believers, Druidic "Sur"-Cults, Neoshamanic Practices) base
>as their belief in magic and how magic should or should not work.
>
>-K
>
Being one of the people that started this whole mysticism thread let me give
some examples of my gripes for a pleasant change. :)

The SRII magic system falls down not in it's mechanics (an entirely
different debate) but in the feeling that it is so much more scientific and
clinical than a living art should be. Remember one of the most popular
explanations of what magic is. "The art and science of...blah blah blah"

Now I'm not a new age hippy or esoteric weirdo but I'd like a little more
art and a lot less science in my SRIII magic if thats possible please Mr
Kenson.:)

Starting of right at Ground Zero.

1) Just how common is Magic? Are people used to its effects and manifestations.
The basic rule book should pay attention, not lip service to the
realities of
"supernatural" occurences. I know that this has been adressed in (I think)
Awakenings but I WANT MORE!!!!!

2) The Naming of Names.
Powerbolt? Wrecker? Control Actions? I understand that many pioneering
magicians were hermetic corporates, but what about the pioneering GhostDance
shamans. Surely these two rather diverse groups would have come up with
different ways of utilizing their Magic not to mention what they would call
these expressions. (Pause to commit list reputation suicide) I like what WW
has done naming the abilities that their World of Darkness Chars get.
Cloak the Gathering for I dunno Invisibility? Please look into renaming
the spells to lend an air of mystery to spellcasters.

3) Spiritual Influence

Are there evil spirits that want more power on this plane that bargains
can be struck with? clarify what spirits can do please. How smart are
spirits? what is on the meta planes? Give magic users some more options
that dont include -1 to T# and +1 to what ever. Some flavour abilities
or connections that can be used by smart chars in smart ways. I realise
that FASA wants to keeps this game open to all ages but lets face facts,
If you dont like a rule or an entire game then hell don't play/use/buy
the darn thing.

I'll post more when I can think of more

Thats me , Thanks



>>>>>>BRUCE
"Dont hit me, I just drive the car!"
-Sharkboy, our Rigger to peeved razorgal<<<<<<<

Disclaimer

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