Back to the main page

Mailing List Logs for ShadowRN

From: Lloyd Vance ljvance@*******.edu
Subject: Astral Detectives and challenging a magical group
Date: Mon, 19 Jul 1999 11:21:36
At 10:13 AM 7/19/99 +700, you wrote:
>Hello;
>
>I've got a group of 5 magical PCs.
>
>Two mages, one shaman, one adept and one who's revising his character and
hasn't
>yet sent in the revision (but has told me it will also follow the magical
theme
>as some kind of doctor in the mundane aspects).
>
>One thing these guys are fond of doing is scouting ahead astrally. How can I
>best deal with this? What are things that restrict it or make it more
interesting?
>Can they see as well astrally as they do physically or is perception there
totally
>different? I gather they can't read when astral; correct?
>
>On the other topic; has anyone run an all magical group before? What are good
>ways to do this in Shadowrun? Good challenges that take advantage of this
format
>and things that are ill advised to try?
>
>Thank you.
>
>Arcady WebRPG Magistrate http://townhall.webrpg.com <0){{{{><

Well. I can't say I haven't seen it before. One thing that you can do is
make magic much more common (which it should be if there are 5 together) in
your game than one would see normally. Magical threats should be right
'round the corner at all times. Make astral space dangerous. Think about
toxicity (one GM I played with ruled that if you were in a toxic
environment and conjured, it was a toxic spirit. No matter what. Let me
tell you, they are hard to kill. :)), background count, free spirits, UB,
Chicago, dual natured's, corpselights, vampires, or any other essence
sucker (watch them scramble), Amazonia (I know there isn't much on it, but
you could piece something together), wards, circles, lodges, allys,
metaplanes (very free-ing. you can do anything to them. Also, I don't
know if it still applies, but in GR2, you could stop someone from tracking
you by 'hiding' your trail on a metaplane.) Also, if you have them go up
against some heavily cybered guys in 6-9" thick mil-spec armor (so no flesh
nor astral sig is visible) it makes it _very_ hard to cast spells on them.

Just a couple of ideas.

The Hamm

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.