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> Bringing back Voodoo, Possession Magic for SR4
FrankTrollman
post Sep 1 2005, 03:40 PM
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As everyone with the book now knows, Voodoo is not in the basic book. That leaves a number of people high and dry. However, it's relatively easy to port things back in:

The game leaves open the idea that additional spirit types will be introduced later, so it is an option to simply bring in additional spirits that have Possession instead of Manifestation. This is a horrible idea! Possession spirits and manifesting spirits are useful for entirely different things, so if possessing spirits are just another choice every single spellcaster is going to choose to get at least one manifesting spirit and at least one possessing spirit. Remember: PCs get to choose five spirits and most of them are pretty much interchangeable (not to mention the fact that noone cares about sustaining combat spells, and noone ever has in any edition, so you even have a couple of "spare" slots out of the five that can be used for edge-case spirits that won't always be available).

No. The better idea is to allow a player to choose Manifestation or Possession as their primary way of doing things at character creation. Here's how it works:

"Unbound": An unbound summoning goes directly into your own body or that of a willing and able host. There's no period of it being on the Astral Plane at all. You (or a follower) simply become Dual Natured, get a fat stack of physical bonuses, and get relevent powers. And heck, if you summon an unbound spirit into yourself, you don't actually make the drain test until the spirit dismounts.

"Bound": A binding ritual puts the spirit into a single helpless sapient (or ex sapient). The "good guys" use dead bodies, which creates zombies or ancestor reanimation (depending upon who you are talking to), and the "bad guys" use living people captured for this purpose.

This means that Possession Magic (light side) is used by: Ancestor-Focused Animists, Bearsarkers, Houngans, Mahou Shojou, Oracles, and Super Heroes. And it means that Possession Magic (dark side) is used by: Budhist Demon Worshippers, The Dark Moon Kingdom, Petro Houngan, Satanists, The Universal Brotherhood, and Werewolves.

The only difference between light side and dark side is that the dark side people get threat ratings and can use/need living creatures for their bound spirits, and light side magicians do not get threat ratings and can use/need dead bodies to bind spirits. Under no circumstance can Possession Conjuring characters store their bound spirits in the astral plane, but their bound spirits also never cause sustaining penalties. A bound spirit can't depossess.

Since Invoking no longer exists, and the standard spirits (which can be selected) have immunity to normal weapons, it is important that possessing spirits give a smaller immunity to normal weapons than a normal spirit has. I suggest that you get half the effect - that is Hardened Armor = Force, rather than Hardened Armor = Double Force.

-Frank
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blakkie
post Sep 1 2005, 04:04 PM
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QUOTE
Remember: PCs get to choose five spirits


It is my understanding that each Tradition has a set of five spirit types. The PC then is assigned a Tradition.
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FrankTrollman
post Sep 1 2005, 04:49 PM
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Well, that understanding is wrong.

QUOTE
the player must choose the following:

1. What the concept of the tradition is.
2. The types of spirits that followers of that tradition can summon.
3. The magical associations of those spirit types.
4. The means by which followers of that tradition resist Drain.

-SR4, page 169.

Your concept is flavor text. The types of spirits that you can summon is that you pick five - currently the list is only six long, but there's specifically going to be aditional spirit types later.

QUOTE
There are six basic types of spirits presented here. While these are not the full gamut of spirits that exist in the Sixth World, they are the most common.

-SR4, page 176.

The associations of each spirit is that if you want Earth Spirits to teach you illusion spells instead of water spirits, you can just go ahead and do that (since it really doesn't matter). The means by which you resist Drain is that your drain resistance is your Willpower plus one other mental trait. This means that Orks (who are the master race in SR4) get to resist Drain with Willpower and Intuition.

-Frank
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blakkie
post Sep 1 2005, 05:05 PM
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Er, that's what i said. Tradition gets built. Then a Tradition is assigned to a PC. Game comes with 2 Traditions already built. Shamanic and Hermetic.

P.S. Also to ease what appears to be your fear that a PC can be built with a mix and match of any spirit type, or mental attribute for resisting drain for that mater, look down a bit further in that section. The last line in that column and then up to the top of the next column where it talks about player and GM working together to define a Tradition that makes sense in the game world.
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FrankTrollman
post Sep 2 2005, 06:08 AM
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I don't exactly fear the idea of people picking and choosing their favorite spirit types. In fact, one of the selling points of SR4 is that you could just pick any five spirits and summon them. It's actually pretty sweet.

So no, I don't think that we should drop the whole advantageous situation where we can let players just go hog wild and take any spirits they want just so that we can be really lazy when we make new spirit types. We have the capability to make all new spirits fully compatible. It would be totally irresponsible to do anything else.

So under thisstyle, if you want to have a "spirit of labor", you can. And then you can have Fey Servitors if that's your thing. Also, you can have Ant Worker Spirits or Zombie Work Loa. The write-up would be real simple:

Work Spirits:
Skills: Assensing, Astral Combat, Dodge, Percption, Unarmed Combat.
Powers: Accident, Astral Form, Concealment, Materialization (or Possession), Movement, Psychokinesis, Sapience.
Optional Powers: Binding, Fear, Guard, Search

This way, a fairy binding hermetic can summon up a Worker Spirit (which is a Knocker or whatever), and a Universal Brotherhood Hive Mistress can capture people and bind a Worker Spirit into their bodies (which takes the form of an Ant Worker Spirit). It retains symmetricality, and you can let players run around through the daisies selecting whatever spirits they want, because no collection is significantly more or less powerful over all than any other.

If you have the option of setting it up so that players have to be kept under rigorous guard to keep the game from exploding, or you have the option of setting it up so you can just let the players pick anything that appeals to them and have balance maintained, what should you do?

-Frank
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Ellery
post Sep 2 2005, 06:52 AM
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Doesn't this kind of go against the philosophy of having all magical traditions mechanically the same? This introduces a new mechanic for a new tradition. That way lies madness, or at least barnacles and bailing wire (see SR4 FAQ...5, I believe it was) according to the developers.
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FrankTrollman
post Sep 2 2005, 04:18 PM
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QUOTE
Doesn't this kind of go against the philosophy of having all magical traditions mechanically the same?


Yes. There are only three ways to reconcile the existence of the Universal Brotherhood and Loa Zombies into SR4:

[*] Remove all references in the fluff to those events and pretend that entire method of doing magic never existed.

[*] Introduce possession magic as something that anyone can do, like when Watcher Spirits were introduced in the 1st edition Manual of Practical Thaumaturgy.

[*] Create a new tradition option, where people have to give up something good (spirit manifestation) to get something else good (spirit possession).

The first option is flat unacceptable to anyone who's played since 1989 (like myself), the second is a powerup of magicians that I can't see any reason for, and the third has the potential to be balanced and interesting while retaining access to the backstory that's been going for 16 years. What's the problem with opion 3?

QUOTE
This introduces a new mechanic for a new tradition.


No. This introduces a new mechanic for several traditions. The Universal Brotherhood, the Houngans, the Bearsarkers, these are all different traditions. They'll summon different spirits and use different drain stats. I see the Inui using Logic to resist Drain while the Houngans probably use Charisma to resist drain. The Indian Avataristas are probably going to use Intuition. Bearsarkers probably use Charisma again, but I don't think anyone is going to mistake them for Houngans.

-Frank
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blakkie
post Sep 2 2005, 04:28 PM
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QUOTE (FrankTrollman)
QUOTE
Doesn't this kind of go against the philosophy of having all magical traditions mechanically the same?


Yes. There are only three ways to reconcile the existence of the Universal Brotherhood and Loa Zombies into SR4:

[*] Remove all references in the fluff to those events and pretend that entire method of doing magic never existed.

[*] Introduce possession magic as something that anyone can do, like when Watcher Spirits were introduced in the 1st edition Manual of Practical Thaumaturgy.

[*] Create a new tradition option, where people have to give up something good (spirit manifestation) to get something else good (spirit possession).

I guess i'm missing the angle here, but is there not a way to define a spirit power/spirit type as nasty? Call it fluff, but fluff has real power within the mechanics when direct GM intervention and approval is called for.

Hell there is meat in the spirit types and their powers. If dealing with such spirits exerts influence on the ones using them then any tradition that uses them will also pick up the other end of the stick. Insect spirits are an excellent example of this, as by their vary nature they and their source (the Queen) seek to , and eventually do control the summoner. Toss into the Tradition that they always have a Queen as a Mentor Spirit and you are set.
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FrankTrollman
post Sep 2 2005, 05:33 PM
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Not everyone who uses possession-style summoning is bad, even in Shadowrun (though most of them are). The point is that the Insect Shamans and the Houngan have spirits that don't have the "materialization" power, but have the "possession" power instead. The entire point of this thread was that this is easy to accomplish.

The question of magical threats is a separate issue. I am curious as to how they are going to handle Toxic Shaman, now that their big trick (being able to spontaneously summon spirits that can cross domain thresholds) is available to literally everyone. But the whole "Magical Threats get arbitrary bonus dice in exchange for doing evil and crazy stuff" mechanic doesn't even need to be tradition specific. It's just a way to give swag to NPCs and always has been, so we don't need anything ultra special to handle that.

Magical threats can apply to anything. The goal here is to make the groundwork for playable possession mages like Houngans so that the Magical Threat template can be layered on top of it with a minimal fuss. Once you've got your PC zombie-makers up and running, your NPC magical threat Budhist Demonologists who take animal spirits out of the great wheel by stealing the bodies of mortals or Wasp Totem body snatchers is simply the act of layering the "Magical Threat" template on an already working mechanic.

-Frank
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hahnsoo
post Sep 2 2005, 05:46 PM
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Also, don't forget about the Shedim and Imps, the free Spirits who can possess.
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Kesh
post Sep 2 2005, 06:05 PM
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I suppose the question is: why do you feel it's necessary to give the "posession summoning" ability to the magician, rather than creating spirits with the posession ability which the magician then summons?

Your first post doesn't really clarify this point. You essentially just say the latter is "bad" and don't give a real reason for it.
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kigmatzomat
post Sep 2 2005, 06:09 PM
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I don't see a big problem. The GM has final approval of any tradition so they can nuke the Munchkinism at its source.

I am a fan of the vodooan style and would handle it thusly:

Voudun
stat: Charisma (lots of negotiation and bargaining)
Mentor: Great Loa only (Erzuli, Papa Legba, Ogun, etc)
Spirits: Man, Loa Rada, Loa Petro, Loa Zombie, Air

Loa Rada are the spirits that possess willing people and share information
Loa Petro are the vengeful ones that can possess the unwilling to wreak havoc
Loa Zombie animate the dead

I tossed spirits of Air in there b/c so many Loa have relationships with weather and Man since at least 2 Great Loa were once houngans.


Insect Shaman
stat: intuition (not a lot of thinking going on here; all instinct)
Mentor: Insect queen (wasp, ant, roach, etc)
Spirit: Warrior, Drone, Worker, Queen, Beast

Each Mentor has their own general suite of spirits.
Warriors are more combat oriented
Workers have advanced non-combat skills
Drones (ahem) service the Queen
Queens grants special powers to the hive
Beast just because I ran out of ideas in the 5 minutes I was willing to spend on this.



Loa and Insect spirits have the posession power. Determining the impact of binding vs. unbound is an excercise I leave to the reader but I would anticipate that unbound spirits can only possess a form for (Net Successes)Minutes while a bound spirit can probably stick around for (Net Successes) hours or days. Possession of the unwilling is resisted by the target's Willpower + Counterspelling and requires (Magic+Essence) successes. Possession of the willing (or dead) is unresisted unless the spirit is unhappy with the idea.

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hahnsoo
post Sep 2 2005, 06:11 PM
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To add my voice to Kesh's, I'd like to know the same thing. I think it's perfectly reasonable to create a tradition that can summon possessing spirits. You don't need to add the ability of "possession" as part of the tradition, just simply allow the tradition to sommon a spirit that has the possession power. Also, Mait Tete loa can be easily translated to the Mentor Spirit mechanic (albeit, with a stranger relationship than most mages with Mentor Spirits).
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FrankTrollman
post Sep 2 2005, 06:26 PM
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QUOTE
I suppose the question is: why do you feel it's necessary to give the "posession summoning" ability to the magician, rather than creating spirits with the posession ability which the magician then summons?


1.: Consistency with older editions.
2.: Game Balance.

The consistency idea is obvious. Historically, the people who could possess themselves and others with their spirits have never been able to summon spirits that could materialize on their own.

The game balance idea is a little more subtle, but a lot more convincing. Certainly some things in SR4 are not like things in SR3, and for the most part I'm OK with that. However, when you make your character, you are supposed to be able to select any five spirits for your character to be able to summon. That's really cool. And as soon as there become more than six spirits to choose from, it'll be even cooler (since right now it's basically "choose one spirit you can't summon"). And it's game balanced, since none of the spirits are actually all that different from each other. Their combat dice are pretty similar, their skill list is pretty similar, and so on and so forth. In fact, if a character could only summon a single spirit type (say Water Spirits), people wouldn't really notice because in most circumstances one spirit is as good as another.

But that's not true of a spirit that possesses vs. a spirit that materializes. These spirits function very differently in combat, out of combat, and in between. A character who summons 5 spirits that materializes has a very large power discrepancy with a character who can summon four spirits that materialize and one spirit that possesses.

So the choice, from a game balance perspective, is either:

(*): Make an entirely new list of spirits that possess instead of materialize, and then force people who can summon any possessing spirits to choose entirely off that list.

or

(*): Make some new spirits that anyone can take, and then give traditions the option of trading the materialization power for the possession power on all their spirits during the "choose associations" phase of tradition design.

Both of these are equivalent from a game balance standpoint, but the first is a lot more work (since it requires the creation of a crap tonne more spirits), and is a larger impact on the game (because players are no longer free to choose any spirits they want).

It's not that you can't make an entirely new list of spirits that all have possession and then insert additional rules to keep the game balanced - you can. That would work. It's that by making the materialization/possession trade a tradition choice you are doing less work to make a better game.

After all, in Chinese Buddhist magical traditions, a jealous animal can steal the body of a human and usurp the wheel of life. That sounds a whole lot like using evil Possession Binding to put a Beast Spirit into an unwilling helpless host. There's no reason why we should have to write up an entirely new spirit to represent the bear and tiger spirits that can enter human bodies in Norse and Sichuan magic when we already have Beast Spirits and we can have specific traditions summon them into people instead of having them materialize.

-Frank
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Demonseed Elite
post Sep 2 2005, 06:43 PM
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I'm of the same mind as Kesh, Kigmatzomat, and Hahnsoo. I can say right now that I really, really doubt you'll see different mechanics built into any of the traditions. You will very likely see new spirit types, but even those will be consistent with the spirits in the SR4 book.

Also, I'd like to reiterate that the intent of the tradition design in SR4 is not so every player gets to pick and choose his spirit types during character creation. The tradition creation guidelines are for cooperation between a gamemaster and a player for creating a tradition that fits the character concept (in the cases where the two provided, Hermetic and Shamanic, don't work). In the end, it's the gamemaster that creates traditions based on the player's explanation of his goals. It isn't just "hey, I'm going to pick five spirits I can summon."
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blakkie
post Sep 2 2005, 06:58 PM
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QUOTE
....you are supposed to be able to select any five spirits for your character to be able to summon. ...


That is where this is all falling down. That is to define the spirits that are usable by those in a given Tradition. As a player by the rules you CANNOT do this without explicit GM approval.

All that is required is "fluff" in the spirit text and you'll only have those spirits used in their intended roll as interpreted by the GM. That's pretty much a solid mechanic as long as the "fluff" is written clearly to show the intent. So it is safe to put the possession and self-materialization in the spirit, and further logical IC since in [SR3] canon the spirit is the one that comes with the power.

P.S. Also note that if you didn't assign the power to the spirit type then a Free Spirit of that type would not have the power.
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FrankTrollman
post Sep 2 2005, 07:29 PM
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OK, now I'm just confused. Let me get this straight:

The objectors want to create a new rule where some spirits can possess. And they admit that this creates potential problems and they that this OK because the GM can jolly well walk around behind and clean up after the mess.

Or...

You can do it my way, in which you create a new rule where some can summon spirits that possess. And then this doesn't create any problems at all and the GM can let players transfer characters between cmapaigns and noone can slip something broketastic by the GM with fasttalking or anything.

I am absolutely flabergasted. Ocham would be flabergasted too, and probably cut you with a razor. Making the possession/materialization choice come at the tradition level instead of the spirit level requires:

* Less GM effort, because all the choices come out of the box balanced.
* Less time to explain, because the spirit dichotomy is handled at a higher structural level.
* Less time to write, because you don't need to make new possessing beast spirits for Norwegians to summon.


There is absolutely no advantage to making new spirits over having a tradition choice. All you are arguing for is rules bloat and the potential for a GM to make a mistake and allow an overpowered character who has the best of both worlds. If you aren't personally a powergamer who is trying to sucker your GM into letting you have Loa Rada that possess and Spirits of te Air that materialize separately (thereby being better than any other magician because you have the materializing spirit with the largest attack dice pool and have the option of possessing yourself for greater personal protection and information gathering capabilities), there's no reason why you would support the inherently clunky system of producing extra summonable spirits that have the possessing tag over my proposal. It's more complicated and takes more effort to make a balanced game.

-Frank
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blakkie
post Sep 2 2005, 07:40 PM
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I'm getting very suspicious of your name. :|

EDIT: Ok, i'll bi....er no i won't.....nevermind.
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kigmatzomat
post Sep 2 2005, 07:52 PM
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QUOTE (Frank Trollman)
The objectors want to create a new rule where some spirits can possess.  And they admit that this creates potential problems and they that this OK because the GM can jolly well walk around behind and clean up after the mess.


Actually....no. Free spirits will 99.999% likely have Possession as an available power in Street Magic. So no new rule that isn't going to exist anyway.

Some of the spirits' other powers become moot, like Engulf, when using Possession so you can't swap Manifestation and Possession out willy-nilly. I'd rather have new spirits with Possession built with rational thematic power selections. Yes, it requires someone to define new spirits.

Possession in any form creates potential problems, just as Charm/Dominate spells would. Acknowledging the potential does not exascerbate it. Matter of fact, identifying areas that can be problematic up front goes a long way towards mitigating them in play as it gets harder to slip something by a GM.

Finally, I see the possibility of a Tradition with both Possessing and Manifesting spirits. I see no reason at all why Voudun would not have manifesting spirits now that the magic level is high. Heck, a Satanic tradition could have both Manifesting demons and Possession. Your mechanism would not allow for that.
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FrankTrollman
post Sep 2 2005, 08:23 PM
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QUOTE
Some of the spirits' other powers become moot, like Engulf


No they don't. Let's check Engulf from SR4:

QUOTE
The engulf power gives a critter the ability to draw victims into itself or the terrain it controls, thus smothering the victim.
So a character possessed by an Earth Spirit and hammer someone into the ground, a character possessed by a Fire Spirit can light people on fire and hold them aloft on tendrils of flame. There aren't any spirit powers in SR4 (except Materialization and Astral Form) that the basic spirits have that can't just be used as normal by a character possessed by the spirit that has them.

The spirit powers are:

Accident - a character possessed by such a spirit can cause accidents.
Animal Control - the character can command relevant animals (Bears for Berserkers, Snakes for Houngans, Wasps for Invae, etc.)
Astral Form - as part of the Materialization swap out, this is going to be replaced by "dual natured".
Binding - a character can grab people super hard.
Concealment - the character can conceal stuff.
Elemental Attack - the character can shoot energy bolts at people.
Energy Aura - the character can set herself on fire.
Engulf The character can draw people into the controlled terrain type.
Enhanced Senses - the character's senses improve (may be useless if she already has this enhanced sense)
Fear - The character causes fear.
Guard - the character can protect stuff.
Innate Spell - This optional power doesn't do anything on first inspection, because it simply gives you access to a spell you can already cast. However, if you overcast the summoning into yourself you then get a better casting platform and you can also give spells to spirits that you bind into other bodies.
Materialization - this is going to be replaced with "possession".
Movement - the character can make things move faster. Wheee!
Natural Weapon - the character gets big claws or a stinger or whatever. Doesn't completely destroy your ability to use stealth because this is an optional power.
Noxious Breath - the character can halitosize all over people.
Psychokinesis - even more useful for the character, since she doesn't already fly.
Sapience - I certainly hope that the character can use this power, although for some players I am unsure.
Search - The character can find stuff. There's no LOS restriction anymore, so this works even if you are stuck in a single body.
Venom - the character's natural attacks become poisonous. This is already only available if you decide to start growing a stinger or snake fangs (for Invae and Damballah followers). So no problem.
weather control - the character can change the weather.

So that's the list. And no, there aren't any powers on it that screw things up. You must be thinking about the SR3 power list (which I wouldn't even try to do something like this for).

-Frank
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Draconis
post Sep 2 2005, 08:47 PM
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QUOTE (blakkie)
I'm getting very suspicious of your name. :|

EDIT: Ok, i'll bi....er no i won't.....nevermind.

Frank is using his real name here, which amuses me.

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Cynic project
post Sep 2 2005, 08:52 PM
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QUOTE (Draconis)
QUOTE (blakkie @ Sep 2 2005, 07:40 PM)
I'm getting very suspicious of your name.  :|

EDIT: Ok, i'll bi....er no i won't.....nevermind.

Frank is using his real name here, which amuses me.

Yes, Yes he is. He is like my GM most a lot of the time.
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blakkie
post Sep 2 2005, 08:54 PM
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QUOTE (Draconis @ Sep 2 2005, 02:47 PM)
QUOTE (blakkie @ Sep 2 2005, 07:40 PM)
I'm getting very suspicious of your name.  :|

EDIT: Ok, i'll bi....er no i won't.....nevermind.

Frank is using his real name here, which amuses me.

:rotfl: You know this fellow IRL? Is he always like this? I mean i'm on the optimistic side of things, and 4 posts in i cut bait. It isn't just his name. He, he reminds me a lot of a poster personna named Bugaboo from some time back at ENWorld.
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Cynic project
post Sep 2 2005, 09:50 PM
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Well, for the msot part he is blunt and tells you turth. He works witht the rules and trys to make the rules balanced and or reasonable, mostly balanced. So does he go into the rules and see all the flaws, yes.This isn't always a bad or godo thing. We do nto agre on many things but if you talk to him he will use reason and can be reasoned with.
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blakkie
post Sep 2 2005, 10:23 PM
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QUOTE (Cynic project @ Sep 2 2005, 03:50 PM)
Well, for the msot part he is blunt and tells you turth. He works witht the rules and trys to make the rules balanced and or reasonable, mostly balanced.  So does he go into the rules and see all the flaws, yes.This isn't always a bad or godo thing. We do nto agre on many things but if you talk to him he will use reason and can be reasoned with.

What puzzles and threw up warning flags was how he got from GM having approval on any custom Traditon to:

QUOTE
The objectors want to create a new rule where some spirits can possess. And they admit that this creates potential problems and they that this OK because the GM can jolly well walk around behind and clean up after the mess.


Somehow he doesn't occur to him, or register with him that putting the by GM approval, not recommended flag Traditions such as Insect and Voodoo is basically the same thing as putting a GM approval, not reccommended flag on the spirit type.

Followed up by:
QUOTE
And then this doesn't create any problems at all....


After i mentioned a glaring one, that if the power isn't with the spirit you have to involve using his new summoned spirit rules under the caster centeric Tradition to build/run a free spirit who has no associated summoner (unless he is newly freed).

This as a product of discarding inplace infrastructure in SR4 to create a new design that works counter to it.

Ocham rolling over in his grave indeed.
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