QUOTE (Falconer @ Jul 4 2010, 12:06 PM)

I don't want to hijack, so I'll only say this and not reply further on this first portion. (consider it just gamer feedback)
Most often when I point out it is supposed to be something worked out WITH the GM and not told to him... you get angry responses like you see in some posts. It's *MY* character, and the rules say I can do this. And the way that paragraph in the core book is written it does tend to favor that interpretation.
You write as if it's a cooperative GM and the player making it up. No thought is given to things like, how does this tradition fit into the rest of the game world... who exactly teaches it?! (most often followed by self-taught)... where do you go for spell formulae specific to your 'tradition'... etc. There's a lot of ways to make life hard on them (spell research alone takes forever and a day!). A lot of other things aren't tradition specific like foci. A tradition of one is going to have a hard time finding research materials and such to bulid it's magical lodge. Nothing is written in such a way as to encourage such things as what is the animating philosophy of the tradition and build from it.
All true. Yes, if the players are given full latitude to customize their own traditions and the GM takes himself out of the process, it can be abused. Or it can just be lame. There's always that trade-off when you give groups options to customize things. How each gaming group plays it is their prerogative; in my gaming groups where I am the GM, if a player told me they wanted a custom tradition, generally I'd have them tell me what they are looking for, thematically, and then
I (as the GM) would design it (with some feedback and compromise from the player). Obviously, that's not how every gaming table does it, that's just how I did it.
It's a philosophical thing about gaming, I will admit. The things I write tend to be written with some cooperation between GM and player in mind and with the idea that the GM makes the final calls. We could write it as hard-asses, eliminating group latitude so it's RAW or nothing, but I don't personally like that approach, so it's not what I write.
QUOTE (Falconer @ Jul 4 2010, 12:06 PM)

This lack of a core animating philosophy differences does tend to make all traditions more or less feel 'the same'. I don't like prior eds where every tradition had it's own special rules. I really like the 'grand unified theory' of magic approach in 4th.
But what you're describing there is more cosmetic. How it looks and acts is cosmetic (and eats up word count)... the bigger question which allows people to get a better idea of what is suitable is WHY it acts and is associated. This is what tends to be lacking. This gives the GM a much better idea of... the fire water spirit was ordered to do this... and in this circumstance what fits best w/ the spirits view and interaction in the world... (IE; why does the spirit act the way it does when it has some latitude). Or why will the spirit use edge/be uncooperative to fight the summoner if the means go against it's raison'detre.
Those reasons and such, do tie into why this spirit is with this tradition and why is it bound to this school of magic.
Well, there's a lot of flexibility there even within a spirit type. One Earth spirit may not act the same way as another Earth spirit, even within the same tradition. Let me give an example, falling back on the Wuxing tradition mentioned above. Let me portray two different Earth spirits. Earth spirits, in the Wuxing tradition, are associated with the Detection school of magic. So both spirits will be flavored as being "detection-oriented" members of the Chinese Celestial Bureaucracy.
Diamond-of-the-Five-Winds: Diamond-of-the-Five-Winds is a respected official in the Celestial Bureaucracy, a historian of the Celestial Record, an observer of all events, large and small. She appears as a man-sized white Eastern Dragon, her scales shimmering as if made of diamond. Diamond is a passive observer, her job is to see all things and record them, but not to interfere. If summoned, she will be very cooperative if asked to assist with a Detection spell or asked to track and observe something and report back to her summoner. She loathes attacking or otherwise interfering with an event and will resent being bound to do so.
Fa'shu the Tireless: Even the Celestial Bureaucracy needs someone to do its dirty work, and Fa'shu is that spirit. He is a bounty hunter and a tracker, a tireless stalker of those that must be found and brought to justice. He appears as a tall, muscular man of Mongolian descent, the dust of endless roads covering every inch of his skin. Fa'shu has little patience for academic pursuits and will bristle at the idea of tutoring flesh-bound magicians. He lives to track and hunt his prey and would much rather be ordered to bring down the unjust or find them wherever they may hide.
So, yeah, two Earth spirits from the same tradition, with different outlooks on life.