From: | Richard Tomasso rtomasso@*******.com |
---|---|
Subject: | SR Future Products and Such |
Date: | Mon, 16 Aug 1999 15:45:00 -0400 (EDT) |
> >Well, the magic changes (I think) were partially done to get rid of the
> >"astral pearl harbor" meaneuver than the problem with Fat Bacteria. At
> >lest now the magic system makes sense and has less inconsistencies.
>
> It has just as many inconsistancies as it did before -- they're just
> different parts of the system.
I'm curious, could you list them?
> What partly made SR2 magic interesting was the fact that it had some of the
> complexities of a real science... Like in real life, there's a general rule
> for something and then there's six to eight exceptions to that rule that
> can't be explained
I won't argue your claim, but in a game, having a magic system that's
supposed to be consistent include 6 to 8 exceptions can get really
annoying and bog down the game, and make getting the feel for it very hard.
> >And what's lacking in the subtlety for SR3 plot-line? (Such as it is so far.)
>
> How about subtlety?
Again, I'd like an example, just so I understand where you're coming from.