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#126
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
In my opinion, yes, rule them out. Voudoun in particular is impossible to implement well even with a magic system designed to accept multiple traditions simply because to accurately represent the single most important part of being a Houngan requires handing off control to the GM for the entire duration of pretty much anything significantly important. Other than that, yes, I believe the original designers should have stuck to their guns and had some traditions be flat-out wrong.
Regarding the UMT, that's fair. I suppose it would be more correctly put that I don't agree with the philosophy of allowing those limitations to be capable of being overcome. ~J |
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#127
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 ![]() |
As with many things, magic is always a work-in-progress. You can't represent every system of magic as you'd like to, so you have to pick and choose. Then you have to fit them into the existing system, and see what you can come up with to make it unique without being unbalancing.
Hermetics are probably the easiest magicians to relate to; pure vanilla. You can go pick up a load of Hellblazer and Dr. Strange comics and have fun, re-create Harry Potter's post-pubescent self, whatever. Aside from those cheeky elementalists introduced in the Grimoire, they were a dime-a-dozen-I think they were ripe for the styles in Magic in the Shadows and the schools in State of the Art: 2064. Shamans have always been a bit more fun, if only because you don't have to aspire to a white tower and a pointy hat with a beard. They tend to get the shaft, though. Insect shamans, toxic shamans, wendigo...and then everybody wants their own set of totems and a reason to explain why /theire/ Siberian saman, Pueblo Cochina dancer, Catholic Idol-worshipper and Australian koradji is different and unique and special and most definately not a shaman. Hell, Druidism and Voudoun both split off from shamans, and even physads snuggled into the action with Totem Way adepts. What a mess. The styles in Magic in the Shadows at least let you customize a character while keeping it in line with the original concept. Druidism, as it was presented in the London Sourcebook and the first Grimoire, became hopelessly too powerful when mixed with the oft-lamented Germany Sourcebook and Tir na nOg (the latter in particular was a ball-buster). If you want to complain about wishy-washy traditions, this thing takes the cake: magical adepts, hermetics, Idol-followers, nature-shamans, animal-shamans, mythic-shamans, path magicians...oy. Voudoun was kicked off in Awakenings, and I really liked it m'self (oh, we could have the arguement about real vs. Shadowrun-style voudoun, but that's messy), even with the addition and corrections made in Cyberpirates! and Target: Smuggler Havens. Still, I think Magic in the Shadows was a step in the right direction for Voudoun. Arguably the most mutated tradition, Voudoun was the bastard child of shamanism with a few twists (loa achete, govi, ancestor spirits, voudounistas, zombies) and changed significantly. Wujen really got their start in the Underworld Sourcebook (as anyone who's read the old Shadis article will heartily agree), but didn't even begin to resemble a reasonable and enticing tradition until Magic in the Shadows. Tattoo Magic just doesn't cut it. |
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#128
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
*suppresses laughter/coughing* *ahem* Excuse me. I hope you meant Kachina. |
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#129
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
"Assuming" is an extremely poor word choice. Instead i was expressing my lack of satifaction of the depth provided the 3 original sterotypes of "sterile hermetic", "emotional shaman", "punching adept". The ironic thing is that from the beginning SR magic was NOT limited to those 3, just PCs were. For example dragons cast/summon in a way much closer to what SR4 magic sounds like, only they have even less limitations (understandable given the time they have had to amass their knowledge, plus how much tighter their bodies are intertwined with magic). Put in that light the 3 originals appear more like what i think they really are, limitations of an initial creation lacking the years of development of the world.
Fooey. A player can run that part just as [edit: well as] they would an ally spirit or free spirit their PC has bound. Are those GM-only run as well in your games? |
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#130
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Yes. They aren't in yours?
~J |
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#131
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
Absolutely not. The GM may guide them at times, or take even stronger control in certain situations. Sometimes due to sensitive information that only the GM has knowledge of, sometimes to make conflict of interest situations easier to play out. But under normal circumstances the people i play with are more than mature and able enough to run separate characters, and our GMs are willing to not sweat the little stuff so they can keep themselves busy the important tasks running the rest of the world. |
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#132
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,012 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
An Ally Spirit, and especially a bound Free Spirit, absolutely is a part of the "rest of the world". I know I'd trust a lot of my players to play them, but I at least find it not particularly fun to play a secondary character actively trying to break free of my primary character, and in the case of a bound spirit probably actively working to subvert my primary character—that sort of thing is best left to the GM.
~J |
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#133
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
If you need magical toys to make your mage fun... Well, let's just say that you can play hermetics in all sorts of lights. Hermetism let you play the character with more free range. Does you mage think magic is an art?Do you believe God gave her the power? Do you think that you are jut working in a scientific feild? Are any of those forms any less valid? If you need rules for flavor. |
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#134
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i don't think it's quite fair to make an ally spirit an NPC. they are extremely expensive, and it's flat-out unfair to turn something into which a player sinks a significant chunk of their resources into a toy for the GM--or, worse, a liability that the GM regularly uses against the character. now, a bound spirit? that's fair game for the GM. those are free, and TANSTASFL.
likewise, with voudoun, there's no reason that total control has to be handed off to the GM. there are too many unknowns with magic to say concretely that tradition X would work in manner Y. all you can do is look at them as they are in the real world, and extrapolate. |
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#135
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 ![]() |
I allow some leadway. Magicians can expect obedience from their ally spirits, but they should interact with them, not play them as another character. I fully trust them to have the ally do anything they ask it to do, and I completely agree the player should has a say over it's actions-it is perfectly reasonable for the ally to attempt to save the magician without being asked. It's unreasonable for a GM to use it to screw over the player...all the time.
Bound free spirits are most definately NPCs. It'll follow the player's direct commands and any bargains it makes, but the GM determines how it carries those orders out. Loa spirits possessing houngans and mambos...t'be frank, it's always been my understanding in voodoo that when a loa mounts the houngan, they do pretty much whatever they damn well want anyway. In my games-you may have your own interpretation-the player is allowed to roleplay the loa, with the provision that the GM has final say if the loa starts acting out of character. For instance, I highly doubt a Shango-mounted mambo would call on a free spirit bound to the mambo. But if the battle was going against the spirit, I'd allow it. Generally speaking, being mounted by a loa spirit should be a Big Deal. It's really the main voodoo trick, and is ideal for the climax of a story or a big battle when you need the edge. Little thematic details-walking on broken glass, drinking too much, smoking big black cigars and pressing the smoldering butts into the forearm-shouldn't damage the mount in any significant way (I consider hangovers acceptable). |
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#136
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 ![]() |
I agree bound free spirits do generally call for more GM countermanding than ally spirits. Generally we treat situations like that case-by-case. If the binding conjurer makes the effort to align the spirit's path to its goals with his path altering his to match the spirits and/or convincing the spirit (via extra gifts, persuation, etc.) to adjust it's to match the conjurer's then things tend to go smoothly. The flipside is if the conjurer only relies on the leverage of the binding or does poorly aligning the goals or means to goals then the slide to complete GM control is usually innevitable. I just find that the later is usually the exception since that is recognized as the most prudent for the PC(player), barring certain PC(player) personality "quirks". So the typical interaction is: Player: My Ally spirit does X. [direction by the PC is implied, and must be possible] *GM silence on the matter denoting that is what happened The overrides then take the form of things like: Player: My bound spirit does Y. / I ask my bound spirit to do Y. GM: Well it seems she "misunderstood" your directions. A interpretation of Y seems to be Z, which is what the spirit does. EDIT: That is also roughly applicable for loa mounts. If the PC had some goal that wasn't likely to jive with the loa, or just got plain unlucky with catching the spirit at a bad time, then he becomes little more than meat along for the ride. We also find this applicable for The Game That Shall Not Be Mentioned with intellegent magic items with sufficent ego to sometimes or aways dominate the weilder. NOTE: We even allow players of PCs that are under strong mind influencing effects to put forward a case for their PC's intepretation of the controller's commands, of course subject to GM approval. Word twisting turn-about being fair play and all. :) |
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#137
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Moving Target ![]() ![]() Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 ![]() |
Yes, but Druidic magic had both hermetic aspects and shamanic aspects depending upon your centrism. The Elven Paths were variations on Hermetic magic with additional benefits tossed in (and let's not forget their own version of Druidic Practice). Voudoo classed itself primarily as Shamanism, with the Honfour instead of the Lodge but the spirit restrictions remained confusing. I think the question of the magic is going to have to be left to the Printed Material because everytime people try to explain it here, someone else gets confused where they previously were not. |
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#138
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Moving Target ![]() ![]() Group: Members Posts: 257 Joined: 26-February 02 From: Los Coronados | San Ysidro CA Member No.: 106 ![]() |
If he doesn't, I'm sure those pretty seashells will be happy to know they now have a following :D |
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#139
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 ![]() |
Oh, now he edits it. Doesn't matter in the long run.
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#140
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
Yeah... Seashells... |
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#141
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Moving Target ![]() ![]() Group: Members Posts: 511 Joined: 19-August 02 Member No.: 3,139 ![]() |
Shaman Sherry Selects certain Sea shells from the Sea Shore. |
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#142
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
*whoosh*
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#143
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
I was pretty much on target with my guess on spirit types.
All full magicians can conjure earth, air, water, and spirits of man. That's 4. Hermetic can conjure fire spirits while shamen can conjure spirits of beasts. It costs to be magically active, then it costs some more to have a totem. |
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