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From: NeoJudas neojudas@******************.com
Subject: What to do: PC Mage w/spirit posse
Date: Mon, 16 Oct 2000 15:18:15 -0500
From: "Keith Duthie" <psycho@*********.co.nz>
Subject: Re: What to do: PC Mage w/spirit posse


> On Mon, 16 Oct 2000, Drew Curtis wrote:
>
> > I've got a PC in my game who constantly summons and maintains six
> > elementals at all times. One round into combat he starts calling them
in
> > and sending them out to attack targets.
>
> That'll get expensive. Inflict penny ante fights on the group without
> letting them know the opposition is insignificant. This should use up a
> few services before the mage catches on. And even after ;-)

This tactic is at least vaguely sound.

> > What weaknesses are to this strategy that a GM could take advantage of?
>
> Can you say exclusive complex action? I knew you could. So he can't
> sustain any spells while he's calling elementals.

Uhm... Calling or Conjuring??? I think I'd want some clarification before
you tried this one personally. Calling one from Remote Service is one
thing. Conjuring is another.

> Also, enforce legality codes when appropriate.

Oh yes, how interesting. And while you are at it, please also call forth a
few legality codes on all aspects of the game and discover how quickly you
will bog it down. Sure, it can be useful once in a while and should be.
But to use something like a legality code as a "balancing measure" of the
game.... sounds and smacks of excessive GM force IMO. If you use a legality
code on a being that is sitting in the metaplanes (and btw, is not directly
assensable while its on remote service in any direct form), you'd better be
going metaplanar yourself.

There are far better ways to do things like this. "Pack Mentality" with
regards to spirits is a big one. Another suggestion IMPO is to play some of
the heavier/tactically related video games that now exist (Homeworld,
Homeworld Cataclysm; Starcraft, etc..) and get used to thinking tactically
and intelligently instead of just having the spirits "go head to head in
battle".

Ample and intelligent usage of watcher for instance is far more flexible and
far more functional than constantly arguing up and around a few elementals
(there are no control contests with watchers for instance). Also, packs and
swarms of watchers (two or more lone star mages working in this tactic have
proved an absolutely pain in the ass for my players before) performing
distraction and engagement hit/runs upon a runner can cause problems enough.
You wind up with "friends in melee" modifiers, then "+1 per watcher"
modifiers due to distraction, etc.... the list goes on.

Hell, a non-initiate with some intelligence can take out a fairly well
graded mage. I know, I've done it myself on more than one occasion (NPC
mages against party mages).

And as for Mage with Possession.

Well, I can only say this much. When all else fails, start getting into
arguments over whom has rites to the body. Consider possibilities and all
the elements that are required to do possession in Shadowrun in the first
place. And even then, things like Warding Circles, Lodges, Hougan Houses,
and more create vastly interesting concepts.

Or how about some of that awaked ivy stuff??? The mage who keeps some
around the outside of his house just to keep out people/prying astral
snoopers....

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
J. Keith Henry (Webmaster)
Hoosier Hacker House (www.hoosierhackerhouse.com)

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