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Kage2020
Well, another generic 'question' thread from moi...

I'm soon to be running a campaign which is composed exclusively - at least in terms of the PCs, of course - of magic users, whether those are Aspected Mages or Adepts (there are at present no full mages). No Shaman out of personal preference since with the exception of the more abstract ones presented in MitS I'm not overtly comfortable with them (and the MitS ones I just find intriguing)...

Has anyone run this type of campaign before (I would say obviously, but you've got to ask) and, if so, do you have any advice?

What overt problems would you expect? How would the opposition be reasonbly stacked if they have foreknowledge of the nature of the group?

I'm sure that there re other questions, but I thought that I would just get this posted and see what kind of response there is...

Kage

wobble.gif
Phaeton
Main problem would be if you go up against guys who have initiative mods that allow them to go MUCH earlier in the turn than you. silly.gif Other than that, probably not much that I can think of. biggrin.gif
6thDragon
You'll probably need to NPC a decker. Athough I've always wanted to try a physad decker if the group has one, I'm sure you'll do find. I've GMed for a group composed almost entirely of mages before. They started their own initiatory magical group and lots of the story was centered around that. You'll have plenty of metaplane runs, and you can really go all out on them because all the group could be present. Hope this helps
Sphynx
I love pure magic-user campaigns. nyahnyah.gif We're about to run an 'Ultimate' game and so far we have 7 characters turned in, all Magic Users except 1. Looks like it'll be more fun than the half/magic group. nyahnyah.gif Seriously, as wonderful as a Sammie can be, anything a Sammie can do, so can a Mage, so I think a game is improved by a high number of magic users.

As far as problems... None if the GM knows the rules well. nyahnyah.gif

Sphynx
Kage2020
QUOTE (6thDragon)
You'll probably need to NPC a decker... They started their own initiatory magical group and lots of the story was centered around that.  You'll have plenty of metaplane runs, and you can really go all out on them because all the group could be present.  Hope this helps

Every little bit helps!

There is an NPC decker although they are not part of the 'team' per se, but rather a valued 'contact' who shares a number of similar interests.

And, yes, the group is ultimately going to form their own initiation group and, indeed, for me personally this is actually required. (The karmic/magical links thus created mimic the concept of a Group True Pattern... there are, or will, be two sub-campaigns running in parallel with each other: one set in the SR game world, the other set in the ED game world, and both tell different aspects of the same overall story.)

I was hoping to integrate the metaplanes, but with exactly no astrally projecting characters nor anyone capable of summoning an ally spirit (at this point) they're going to run into at least some initial difficulties. That is, however, something that the group themselves are going to have to figure out rather than my handing everthing to them on a plate...

Given the games main setting in the UK, I'm also hoping to include some of the rather interesting information form TNN as well as linking features to TT, especially since they also link in with the ED side of things... Sorry, that probably doesn't make a whole lot of sense, but I don't want to go into too much detail in one post!

QUOTE
Originally posted by Sphynx:
As far as problems... None if the GM knows the rules well.

<grin> There is always that and, to be honest, I'm getting to grips with the core rules (and the changes from SR2 to SR3)... but there is always room for improvement! wink.gif

QUOTE
Originally posted by Phaeton:
...Main problem would be if you go up against guys who have initiative mods that allow them to go MUCH earlier in the turn than you.  Other than that, probably not much that I can think of...

That was one definite thing and the continued weakness of 'mages' in the game. They also have a distinct lack of ability in conjuration and summoning, which is something that can in the long-term be exploited by opposition who are in the know.

Out of interest, 6thDragon, how did you balance the 'opposition' between blunts/mundanes and the Awakened?

Once again many thanks... I appreciate it.

Kage
bwdemon
As far as what targets would do with any sort of knowledge that a magic-heavy team was on the way, CorpSec covers a lot of the anti-runner toys out there and mentions a few magic-specific ones (e.g. FAB, wards, living walls/mesh/nets, anchored spells, astral patrols, paranimals, etc.). If you've got it, break it out again and give it a once-over. If not, then think of the really cheap basics...

1. Smoke grenades. LOS spells don't work well absent LOS. 20m of spell-free joy for 2 rounds. Go with IR smoke if your security can "see" through other means.

2. Flash-paks. +4 TNs to anyone facing the flash-pak. +2 TNs otherwise due to the strobe effect. The last thing a mage needs is trouble concentrating or seeing his target.

3. Standard physical security. Mages are really good at handling a lot of things, but few can outrun normal guards, defeat a mediocre maglock, or get over a wall quickly.

Of course, if the target facility in question knows that runners are coming, they'll increase security across the board. If they know that a largely awakened group is involved, they'll stack specifically for it. They may be very interested in getting their hands on any awakened subjects for research or possibly re-education, too. If the target in question has no such idea that any particular threat or type of threat is involved, then security should be no more than is normally reasonable given the circumstances.
6thDragon
It's been many years since I ran the campaign composed primarily of mages. However, I remember throwing them up against just about all the magical rarities, without any concerns for their safety (blood spirits, insect spirits, plenty of paranormal criters, the occational dragon). It's definitely odd that you don't have any mages capable of astral projection. That'll definately be their achilles' heel. If I remember correctly, a mage in the astral plan can still attack a mage on the physical plane if they have an active foci. You're team can make up for this with elementals, but you should still exploit this. Physical and electronic security will also be a challenge for the team, but not too big a deal. Most mages aren't exactly experts at getting through maglocks and such. As far as balancing opposition between mages and mundanes. I leaned more toward mages, but I stuck to the approach I always use when setting up the opposition. Strength-in-numbers!!! biggrin.gif
Kage2020
QUOTE
Originally posted by bwdemon:
As far as what targets would do with any sort of knowledge that a magic-heavy team was on the way, CorpSec covers a lot of the anti-runner toys out there and mentions a few magic-specific ones (e.g. FAB, wards, living walls/mesh/nets, anchored spells, astral patrols, paranimals, etc.). If you've got it, break it out again and give it a once-over...

I'm afraid not. I only acquired a few sourcebooks back in SR2 days and, beyond the 'core' books for SR3 (Core, MitS, CC) I've avoided spending too much money on the game. The specific feel of the SR game system is the only thing - well, that and laziness - that has prevented me from simply converting the world over to GURPS and be done with it... It certainly would make things easier with the Earthdawn sub-campaign! wink.gif

QUOTE
Originally posted by bwdemon:
...Smoke grenades... Flash-paks...Standard physical security.

Good suggestions there. The first and second I'd already figured, though astral perception is the obvious way around the first one. As to the third, the players are actually thinking of this already. I'm just waiting for the point that they figure out that they can actually hire someone specifically for a job if they're willing to trust the 'newbie'...

QUOTE
Originally posted by bwdemon:
If they know that a largely awakened group is involved, they'll stack specifically for it.

Exactly. And to be fair an entire wizz-group would most likely be hired for their talents... An argument can be found either way to argue the presence or absence of 'anti-mage' security (i.e. they're hired because of their abilities to deal with this or they are hired because the opposition shouldn't stand a chance in hell). But in terms of opposition it's most likely a learning curve... they'll eventually hit it! <grin>

QUOTE
Originally posted by 6thDragon:
It's definitely odd that you don't have any mages capable of astral projection. That'll definately be their achilles' heel.

I believe one player is currently thinking about the 'combat mage' imagery, so that might give them some limited projection abilities.

QUOTE
Originally posted by 6thDragon:
If I remember correctly, a mage in the astral plan can still attack a mage on the physical plane if they have an active foci.

I thought that was the old SR2 rules? AFAIK a foci is imprinted with the astral signature of the bonded mage and, as such, can be used for astral tracking. I presume they can also be used as a material link for ritual magic and that, on the astral plane, a focus can be 'dispelled' by actually attacking the begger... But I thought the whole grounding of a spell through the focus was no longer possible. The magic-user in question would have to be astrally projecting or perceiving to become a potential victim by someone astrally projecting?

QUOTE
Originally posted by 6thDragon:
You're team can make up for this with elementals, but you should still exploit this.

With the problem, at the moment, that they have no ability to conjure whatsoever. The Combat Mage, if that goes forward, might have something but they're also going to have their work cut out with them dealing with the other short-falls of the group.

QUOTE
Originally posted by 6thDragon:
I leaned more toward mages, but I stuck to the approach I always use when setting up the opposition. Strength-in-numbers!!! 

I think that the players were used to this concept as a surprising number (read: tedious number) took Priority A in resources just for the lovely pleasure of having Increased Reflexes Sustaining Foci...

Obviously a dependence on foci can be problematic (hence MitS' Focus Addiction), what are the most obvious methods by which one can destabilise the 'power base' of a mage? Not only to get foci 'off' them, but to keep them on the hop as much as possible?

Kage
Tanka
Actually, my currently fresh PBP game called "Vampires of Seattle" is made up entirely of magically active characters. HMHMVV infected ones, true, but magically active nonetheless.
Ol' Scratch
I ran an alternate saga once where the players were all members of the Dunkelzahn Institute of Magical Research, and all but one (the token mundane muscle) were magically active. But since it wasn't a traditional Shadowrun game -- the players were sent on missions all over the world to look for ancient relics, break into museums and mansions to recover stolen artifacts, and things like that -- it's kind of hard to give advice as I had more freedom in creating tailored opposition for the group.

Well sure, you're free to do the same in a standard game (including both of the examples of "runs" I gave above), but most shadowruns deal with corporate espionage and that sort of thing. That didn't come up very often here, and the characters were well sponsored, albeit still deniable assets.

But I'm rambling now. The best advice I can give for a game like this is: Don't do anything you wouldn't normally do. Keep the opposition at exactly the same level as you would before -- at least in the beginning until their reputation starts to demand better runs -- and let them figure out how to get around their weaknesses and how to exploit their strengths.

There's no such thing as an "unbalanced team." "Unbalanced teams" tend to be the most fun to be in, as you do often have a significant weakness that you have to figure out how to cover. Thinking is the best part of gaming... so just let the players think their way through things and keep the opposition sensible for whatever run they've been hired for.
Kage2020
QUOTE (tanka @ Dec 16 2003, 11:42 AM)
Actually, my currently fresh PBP game called "Vampires of Seattle" is made up entirely of magically active characters.  HMHMVV infected ones, true, but magically active nonetheless.

And have you found any particular quirks other than those mentioned above?

QUOTE (Doctor Funkenstein)
But since it wasn't a traditional Shadowrun game -- the players were sent on missions all over the world to look for ancient relics, break into museums and mansions to recover stolen artifacts, and things like that -- it's kind of hard to give advice as I had more freedom in creating tailored opposition for the group.

This is similar to some of the adventures that comprise the Shadowrun sub-campaign. Indeed, following the prologue of the first adventure the characters are hired to recover an artefact from the archaeological site of Takht-e Sulaiman or, depending on character actions, an associated museum... Corporations do figure, but then so to do the politics of the Awakened nations and the overall concepts of at least some of the features of the metaplanes. But thats the 'ole trumpet blowing again, so I'll leave it there.

QUOTE (Doctor Funkenstein)
Keep the opposition at exactly the same level as you would before -- at least in the beginning until their reputation starts to demand better runs -- and let them figure out how to get around their weaknesses and how to exploit their strengths.

I think that is sound advice, although I will no doubt exploit their weaknesses when I feel they would be exploited. Along with dangling it in front of their metaphorical faces if the situation demands. Not in a nasty way, just a narrative way...

Kage
Tanka
Since it has yet to go anywhere; no.

If anybody in my game reads this spoiler, I'll shoot you dead.

[ Spoiler ]
Kage2020
QUOTE (tanka)
If anybody in my game reads this spoiler, I'll shoot you dead.

<grin> I had the same thought, but then went with a 'what the heck'. Part of the campaign is designed around the manipulation of the boundaries between player and character knowledge anyway. wink.gif

Kage
bwdemon
Fun with anchored spells:

1. Astral barrier: Not only is it handy for keeping dual-natured critters out of certain areas, it'll keep astral spies and active foci out, too. Place these along corridors wherever you please and they'll cause no end of trouble for focus-happy characters. Added bonus: adds force to TN to cast at targets through the astral barrier.

2. Phantasm or Trid Phantasm: What's cheaper than a real security system and works almost as well? A sign that says you have one! A couple of guards here, a paranimal there, a drone or two mulling about... It'll slow the characters down and either have them disbelieving everything the see or assuming everything is an illusion. This one isn't just for the mages, of course.

3. Mask or Physical Mask: Doors, windows, cameras, etc... they suddenly look like normal walls.

4. Detect Object + Physical Barrier or any debilitating illusion: If anyone tries to take the goody through the door, a barrier pops up and detains them until security can arrive or the characters get whomped with blindness, confusion, or something else similarly debilitating.

5. Detect Magic + Magic Fingers: A person walks through the affected area and, if they have any active spells or foci, the Magic Fingers spell triggers and pulls the alarm for that area (complete with corresponding lockdown of the area and whatever else you care to have conected to it). This is a great one for those who rely on physical mask or improved invisibility too much.

This is a very limited sample of what you can do. The trigger-based expendable anchors are especially fun. Just remember that an unsuspecting or unthinking corporate employee may set off one of these too and the corp wouldn't want them dying needlessly, so detainment and non-lethal harm will be the primary objectives.
Kage2020
QUOTE (bwdemon)
Astral barrier...

Yep, got that one. Thanks for the summary, however. It's given me thoughts on how to use it in other situations... wink.gif

QUOTE (bwdemon)
Phantasm or Trid Phantasm...

I'm reminded of Goodkind's 'first rule of wizardry' for some reason... well, that and the English's actions with "poisoned wells" in Africa to prevent German raids against their depots... It is definitely what people think is the case, not necessarily is.

QUOTE (bwdemon)
Mask or Physical Mask: Doors, windows, cameras, etc... they suddenly look like normal walls.

Which depends on how paranoid the players are since, unless Masked, they would show up as spells on the astral.

Which raises a relevant question. How common would Initiate-level spells/focus be?

QUOTE (bwdemon)
Detect Object + Physical Barrier

Ooh, hadn't thought of that one.

QUOTE (bwdemon)
This is a very limited sample of what you can do.

But one which has inspired me. I shall have to dwell upon the spell list a bit more and rub my hands maniacally together to set the proper mood... wink.gif

QUOTE (bwdemon)
Just remember that an unsuspecting or unthinking corporate employee may set off one of these too and the corp wouldn't want them dying needlessly, so detainment and non-lethal harm will be the primary objectives.

And what, in your opinion, are truly effective anti-mage non-lethal devices?

Kage
bwdemon
Many effective anti-mage spells are resisted by strength or increase TNs. Spells like Decrease Attribute (Strength), Cause Allergy, Intoxication, Mass Blindness, Net, and Lock are pretty nasty. Decrease Attribute is especially harmful to mages, most of whom can barely carry the clothes on their backs without breaking into a sweat - and that's when they're at their best.

A final tip for any GM, not just one dealing with mages: use encumberance. PCs really can't carry half of a warehouse with them everywhere they go...
Tanka
Troll Combat Mages can. silly.gif
Tanka
OK, here's a yummy listing of non-lethal stuff to use on stereotypical mage-boys.

Atropine
CS/Tear Gas
Hyper
Nausea Gas
Pepper Punch

They all do things to whack out TNs, thus making anything difficult. Hyper is especially mean when combined with something else that causes Stun, because then they take the normal Stun, then half of that due to Hyper.

Edit: These can all be found in Man and Machine in the section with all the drugs and chemicals and such.
last_of_the_great_mikeys
I just had a thought...a group of all mages are gonna stand out like a beacon in the astral until they get the masking metamagic technique. Astral signatures and ritual spellcasting aginst them could be a bugger! Heaven help 'em if any of 'em get shot and bleed on the floor if they are dealing with a AA mega or higher! Astral Chameleon and Poor Link might be good advantages to take.
Herald of Verjigorm
A mundane blood splatter is just as easy to ritually manabolt as that of a mage. They are not more visible from the astral except when astrally percieving or projecting, though their methods may draw such attention (astral sig as the result of a method).
BumsofTacoma
BumsofTacoma thinks to himself........ (You'll have to imagine the wavery dream lines)

4-6 physical adepts running around together......and shivers.

Then he thinks to himself of 4-6 mages/shamans (imagine wavery flames)

"SWEEEEEEEEET JEEEEESUS! NOOOOOOOOO!!!!"..........and wheeps...........
dead.gif
Fortune
Kage2020: Just what is your problem with Shamanic characters?
Tanka
Yes...

Spider is telling me to cast "Slay BumsofTacoma" right now.

*looks around*

...What?
Steel Eyes
The game I am running now has an Owl Shaman, a follower of Horus, and a cybered sorcerer( my NPC). I have only done a few runs but have many planned. It is a little different than past games, but is a lot of fun. I can tell you it wouldn't work with all groups but I highly recommend it if you can find the right people.
Kage2020
QUOTE (Fortune @ Dec 16 2003, 09:29 PM)
Kage2020: Just what is your problem with Shamanic characters?

First off, my apologies for not replying to the other interesting posts here. It's 4am and my brain is beginning to gradually sink into that point which says "Neeeeddd sleeeepppp..." I'll reply to Fortune here, however...

So, the answer to your question is... Well, nothing really.

Shamans are actually fascinating... especially when one considers the 'real life' applications. I just find more of an appeal to the abstract 'totems' found in MitS. This is partially because I'm concentrating the sub-campaign in north-western Europen, but also... Damn. Bias. Every time that I've seen a mage they've ended up over-shadowing everyone else partially because of their ability to summon spirits on the spot. TAANSTAFL springs to mind: There Ain't No Such Thing As A Free Lunch. But with Shaman for some reason that has always seemed the case.

Yes, I know... It's a bias. But one that is present in roleplaying. With heretics it just seems to be in the 'roll-playing' more than anything else.

Oh yes... and another point. I would rather only deal with one type of spirit/elemental at this early juncture! wink.gif

Kage
Fortune
Your choice, but I find the Hermetic with his stable of 6 Elementals and 6 Watchers a little more overpowering than a Shaman who can conjure up only one Spirit at a time. The Hermetic also really doesn't have to deal with Drain when it comes to Conjuring, as he can just rest afterwards. On the other hand, the Shaman summoning on the fly has to keep Drain in mind, so will more than likely Conjure lower Force Spirits than the Hermetic.
BumsofTacoma
QUOTE (tanka @ Dec 16 2003, 09:34 PM)
Yes...

Spider is telling me to cast "Slay BumsofTacoma" right now.

*looks around*

...What?

I got my eye on you!!!!

//poors circle of salt, makes pentegram looks around nervously mumbling that he hopes that drunk elf in the bar was right about the salt//

"HAH I have magic resistance at the highest level too."
"now i hope he beleiv's that........... did i say that out loud......."

//starts loading mp-5//
toturi
I see a lot of people giving advice on taking out full magicians, but the trick here is to keep out the adepts first since they'll be the ones doing the tanking and sneaking around.

In case you've forgotten adepts have the advantage over almost any archetype. Silent, fast and deadly.
Crimson Jack
Nagas are particularly nasty critters to throw into a mage's way. I almost inadvertently killed my group by putting one too many of those in the opposition once.
Game2BHappy
Make sure the opponents have Shielding metamagic. You might have enjoyed the look on the faces of the three mage group when they came against shielding the first time. With their toughest spells pretty much negated, they resorted to their other fighting skills... er.... wait... what other fighting skills. smile.gif
Tanka
QUOTE (Game2BHappy)
Make sure the opponents have Shielding metamagic. You might have enjoyed the look on the faces of the three mage group when they came against shielding the first time. With their toughest spells pretty much negated, they resorted to their other fighting skills... er.... wait... what other fighting skills. smile.gif

Hello? Physical Adept!
BumsofTacoma
okay heres a serios reply from me. grinbig.gif

i have played in all mage groups and run them.
same with physads.

its to so much a problem. it's just you have to so much more creative as a gm.

a group of physads arent that bad if you keep them in check. there is always a way to make it more challenging, yet still fun.....well maybe thats not 100% true.

sometimes you have to frag a few pc's untill they calm down biggrin.gif

Siege
QUOTE (toturi)
I see a lot of people giving advice on taking out full magicians, but the trick here is to keep out the adepts first since they'll be the ones doing the tanking and sneaking around.

In case you've forgotten adepts have the advantage over almost any archetype. Silent, fast and deadly.

The drawback to that: a physical adept who can tank will have failings in other areas.

An adept who is fast, silent and deadly won't tank very well.

And that pesky "check for magic loss when you get zapped" tends to discourage adepts from wanting to be on the receiving end of gunfire since those bursts add up pretty damned fast.

-Siege
Kage2020
QUOTE (Fortune)
Your choice, but I find the Hermetic with his stable of 6 Elementals and 6 Watchers a little more overpowering than a Shaman who can conjure up only one Spirit at a time.

<sigh> I know that. However, it is the lack of cost that bothers me more than anything else. But I'll keep this in mind when I turn back to the Shaman... My other reason was, of course, to keep to one type of spirit...

QUOTE (Game2BHappy)
Make sure the opponents have Shielding metamagic. You might have enjoyed the look on the faces of the three mage group when they came against shielding the first time.

<grin> Yes, definitely.

Kage
Ol' Scratch
QUOTE (Fortune)
Your choice, but I find the Hermetic with his stable of 6 Elementals and 6 Watchers a little more overpowering than a Shaman who can conjure up only one Spirit at a time.

There's no reason (short of a GM who doesn't like the optional rules) that a Shaman -- especially an aspected Conjurer Shaman -- can't have just as many spirits on call as a Hermetic Mage/Conjurer. It only takes one initiation and the selection of the Invoking metamagic technique to secure that ability, and that's very easy to do as an aspected Conjurer.
Fortune
QUOTE (Doctor Funkenstein)
There's no reason (short of a GM who doesn't like the optional rules) that a Shaman -- especially an aspected Conjurer Shaman -- can't have just as many spirits on call as a Hermetic Mage/Conjurer. It only takes one initiation and the selection of the Invoking metamagic technique to secure that ability, and that's very easy to do as an aspected Conjurer.

I understand that. I was mainly refering to normal just-finished-chargen characters. smile.gif
Ol' Scratch
So am I. There's nothing abnormal about a starting Shamanic conjurer with Invoking.
toturi
Maybe I'm wrong, but isn't initiation at chargen an optional/house rule?
Rattler
QUOTE (toturi)
Maybe I'm wrong, but isn't initiation at chargen an optional/house rule?

It is. That's why he specified that the only obstacle would be a GM who didn't like the optional rule.
Ol' Scratch
It's an official "optional" rule. SRComp, p. 15, "Resources."
BumsofTacoma
o dear.....o dear o dear o dear.........................

I have to tear that page out before players see it.......
Tanka
You can let them see it. Just put your foot down and say "No!"
BumsofTacoma
But they bite!


i know, i use that word at every available turn of the road!
hers an example

whiney PC:"I go to the stuffer shack because you keep telling me im hungry"

GM: "NO!!!!"
WPC: "no what?"
GM: "NO!?"
wpc: thats it im leaving ive had enough of your exentric behavior ((translates i cry because i cant live up to your standards of a shadowrunning team.even though they are very low standards))
GM: "NO!!!
WPC: "You need help!"

getting unwanted players out of a group is fun mwahahahahahaha
Ol' Scratch
Or get it through your head that it's -0- problem and accept it. If they're spending points on initiating or creating an ally spirit, they're not spending them somewhere else (like spells, foci, or bonus build points).
BumsofTacoma
nyahnyah.gif

I play my game how i want. you play rules lawyer how you want. biggrin.gif

just kidding, man. you take things to seriosly. or do you?
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