Okay,
Magical Goods was my chapter and there's a few things I'd like to say regarding it.
This was my first actual time writing SR4 mechanics for an actual sourcebook. I wasn't part of the team that wrote
SR4, and
Runner Havens was pure fluff. Aside from helping to stat out a few goons in
On The Run, there really hadn't been an opportunity for me to get into that side of things. I did do the
SR3->SR4 character conversion guide, but mostly because everyone else was too busy. Personally, I think I did okay. That is, I included everything that was on my plate, and squeezed in a little more. There were arguments, mad moments, and the cutting of stuff I'd really have liked to included, and that's all par for the course-but I was new at this and didn't know it at the time.
This is also my second bit of intro fiction, and this time I got it down to the correct length. It took a lot of drafts to whittle this down-originally, the smith was going to be the ghost of some ancient Muramasa-clone whose personal domain was the old family forge...too complicated by half, and leave it at that. One thing I want you to do, though, is read the description of the sword and then flip to the half-page illustration on 85. The sword was written in as an example of a unique enchantment, and when they were assigning art I specifically asked for an illustration of the sword. Sword example got cut; illustration remained. These things happen.
It is not without embarassment that I note in the original draft, I consistently mispelled "Winterhawk" as "Winternight." Cross-referencing error, reboot and redo from start.
Recurring meme alert: Voodoo in Neo-Tokyo, p.76. At this point in the game Corp Enclaves was barely on the menu; I had no idea I'd actually be one of the people writing Neo-Tokyo. Still, look under the Ippissimus entry.
The fluff really takes a hard stance at enchanting and talismongering from a business perspective, without breaking out the jargon or getting into the nitty-gritty semantics. Enchanting is pretty much
the prime method of turning magic into nuyen for shadowrunners, short of actual shadowrunning, and thus attracts a
lot of interest on that front. My perspective on the matter is pretty plain-megacorps make a profit on talismongering because they have access to things individual shadowrunners don't: prime locations, masses of cheap semi-skilled labor, etc. I was going to actually go into the discussion of a "fetish factory"-essentially an Enchanting Teamwork Test-but space was an issue.
I kinda leapt at the chance to upgrade the "feel" of the enchanting shop; and then I did a backflip and redid all of the enchanting gear from scratch, introducing both the talislegger kit and the alchemy microlab-a forerunner to the chemistry microfac in
Arsenal (which I also wrote. Notice a pattern?)
Assaying...ah. Moment of explanation here. Originally, Enchanting was going to be a skill group broken down into Assaying, Alchemy, and, Artificing. That got complicated, though it's still listed as a rules tweak, so Enchanting was used instead. I think it worked out for the best, but somewhere in the mix I had to cut out the actual Assay rules-players from older editions will recall home characters, even mundanes, could
analyze magical gear to figure out what it was. This was a wee bit tricksy, wc was close, and it was fairly under-used, hence it being cut. If and when the
Street Magic web supplement ever goes up, you might see 'em again, though.
Aid Enchanting was a might odd because there were so many more spirits types, including the ones being introduced in the same book. You'll immediately notice that not all of the spirits are directly comparable-only Guardian spirits add any dice to enchant foci of any sort, for example. It playtested as fairly balanced, though: certain situations favor one spirit type over another, but that's not inherently broken.
Reagents is a nice little re-labelling and consolidation I'm still happy with. For reasons of avoiding confusion, the old label
arcana was dropped. Aside from being thematically accurate, I got to introduce animal reagents (which had been only haphazardly hinted at 'til
Target: Awakened Lands) and provide a system for natural radicals and refined materials (first introduced in
California Free State). Taking Enchanting out of the equation let mundanes still enjoy talislegging, even if things are a touch more vague to allow the GM time to screw with the players. One thing you
won't notice is natural orchilacum: mining it was really weird anyway, so the rules and mentions were cut for space. And for Ghost's sake, check out the reagents table-I expanded the hell out of it.
Ritual Materials. In my defense, I really was told that ritual sorcery materials would be addressed in this book! Honest. It slipped past all the proofers, too. Gah.
My main beef with orichalcum is that I meant to make the standardized unit the
grain. "2 grains" just sounds so much better than "20 grams" or "two units" to me. Still, not a huge hideous error.
People really liked
Form and Function. Gives you a nice idea of what you're doing, I hope.
You can't
really have an enchanting chapter without the
Exotic Reagents Table. It's unCanadian-American.
Aspected Enchantments are one-part runic enchantments and one part specific spell/spirit foci.
Didn't have room for all the
metamagic enchantments that have ever been. Part of this has to do with changes in individual metamagic techniques-Channeling no longer requires a Test, so a strict translation from
Threats 2 is out as well; same-same with Centering foci. Infusion foci were cut for space, much like adept power foci and all the other really weird things I didn't have space for (gris-gris, fetish foci, expendable spell foci, etc.) As mentioned above, quickening materials basically made tattoo magic available to everybody.
Players might recall Snowblood from the
SR3 to SR4 Conversion Guide, which I also wrote.
Curious absence:
Street Magic is the first time in SR history the magic supplement didn't contradict the core book on the binding cost of weapon foci with Reach. Funny old world, innit?
Vessels were the source of a great deal of argument, which continued more or less constantly throughout the writing of the book, part of the whole possession/inhabitation clusterfuck. Arguments and precedents really stretched back to the serviteurs and other voudoun trappings of
Awakenings and the homunculi from the
Grimoires. There was, believe it or not, a point where we considered using alchemy to actually brew up and grow a homunculus from herbal and animal reagents (blood and herbs, basically), but I think the final product is superior. Had to cut a couple of the other homunculi examples for space, though.
One of the things I really wanted, and got, was the chance to make unique enchantments more open and useful to PCs. Before, they'd basically been GM plot devices. They still
are GM plot devices, but this time PCs are explicitly allowed to create True Vessels (which had previously been hinted at, only), magical compounds (from
California Free State originally, later proliferated throughout many supplments; catch the rest of them and some new ones in
Arsenal), and unique radicals. The latter especially are essentially Earthdawn True Elements with the serial numbers filed off, going back to an obscure comment in the original
Paranormal Animals of Europe and a reference in
Shadows of Asia.
Okay, enough pimping from me.