Back to the main page

Mailing List Logs for ShadowRN

From: Gurth gurth@******.nl
Subject: A perfectly acceptable reason to test the new list...
Date: Wed, 10 Feb 1999 12:06:56 +0100
According to Frank Pelletier (Trinity), at 13:58 on 9 Feb 99, the word on
the street was...

> <Stimpy>
>
> Gurth, you're talking Crazy talk...
>
> </Stimpy>

Maybe, but it was an example of the way a munchkin might reason. Simply
adding normal cyberware to a magician and accepting its penalties is not
munchkinism IMHO.

> As I said, I am not, nor will I ever be, opposed to people with a great
> background who get cyber because their roleplaying is decent enough that a
> GM might find that plausible. More power to them...
>
> I'm just saying that, as a whole, the SR world-view shuns magic-users who
> use cyber mods, because they could lose that precious "touch" that makes
> them special... You're a mage, you can do things that no other mundane can
> do, can ever dream to do... Then you start to slip, slowly descending
> towards a mundane existence. It's like being a millionaire, and suddenly
> find out you lost it all...

Yes, and there are lots of millionaires who experience exactly that. I can
very well picture magicians starting out with a datajack (gotten before
they found out they were magically active), then a smartlink (because it
helps them shoot), some boosted reflexes (can't let the mundanes outdraw
you, you know?) and so on, at every step thinking "I can take it..."

> But, many players don't see it that way.. they see it "I'll get to 1.1
> essence, so's I don't lose my Magic, then Initiate up from there" (That goes
> for Physads I might add)... And that's the problem, IMHO...

I'd rephrase that to: it _can_ be a problem, but it not automatically _is_
a problem. My group has several magicians in it (four at one point: a
shaman, a houngan, and two physads) and none of them has taken any
cyberware even though it might help them more than it'll hurt them. So, I
have no need for any rules of this kind.

OTOH in groups where magicians do think the way you laid out, I feel the
GM should enforce all the penalties. Warn the magicians up front, and if
they still want to go through with it, make sure every penalty that
applies, gets applied. However, this kind of treatment should be reserved
for groups who try and abuse the system, not for players who simply want
one or two little things.

> Anyways, my game is not your game is not his game...

True, see above.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If it's no use pretending, then I don't want to know.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.