QUOTE (BlueMax @ Apr 28 2009, 06:03 AM)

That's all right and good, until you play with new people. Be it new people to your table, game store or local convention, new people and interpreted fluff is a recipe for traction. Thinking , looking and acting differently requires more trust.
Its best just to treat the darn things like cold hard stats, that way its fair to everyone. At least with new folks around, at my table the players go out of their way to enforce domains more often than I.
Heck, I didn't even mention Missions.
BlueMax
Yeah, as far as mechanics are concerned, i'm all about clinging strictly to the spirit rules.
E.g., i won't punish people playing shamans by enforcing domain restrictions and a kinder, more respectful treatment of their spirits.
I limit that strictly to the fluff.
The abovementioned example of a "swapping" of spirits is something that takes place entirely ingame.
When it comes to the rules, there'll be no difference towards the elementals summoned by a hermetic.
Both players will be able to deploy their spirits freely, sending them on missions across what would have been domain boundaries in previous editions.
To expand on my concept, it's not required that the cold hard line of stats is represented as a single entity in the description.
Rolling a summoning test could as well mean the shaman opens up to the spirit world as a whole, with spectral entities peeking out of every corner of the sprawl, from the ancestors walking unseen among the crowds to the storm spirits dancing between the tops of the skyscrapers, from the gleaming in the eyes of the alley cat to the songs the subway tracks sing to the shaman (yeah, i have a very...urban approach to shamanism).
They'll all share one line of stats, one condition monitor and one set of powers, but in the description, the shaman may be interacting with a totally different creature each time he asks for a service.
The idea behind shamanism and other animistic religions is that there is live in all things, that the spiritual world is everywhere.
Domain restrictions where an interesting approach to highlight the strong connection between the spirit and the land, but in retrospect, they fell short to fully encompass the scope of a shamanistic world view.
On a mechanical level, i understand if people dislike the loss of hard, crunchy differences between the different traditions, though- it required a certain kind of planning and added variety to the game as far as the rules where concerned.
But with SR4's magic rules, it is so much easier to represent one's own take on a given tradition.