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Jason Farlander
QUOTE (hobgoblin)
care to point me to the book and page that says that a manifesting mage only appear as a image in someones head? from what i read, anyone present will be able to see a mage when manifesting. in fact i belive that a manifesting mage would in fact appear on normal film to as the magican is in fact appearing in sound and image on the physical plane. we are talking about a camera here that can photograp something that is purely astral. photographing a manifesting mage should be the least of its tricks...

Read the section on manifesting on SR3 pg 173. It is rather explicit on that point.
hobgoblin
QUOTE (Eyeless Blond)
What *I'd* like to see coming up: ways for mundanes to counter, duplicate, or just plain be better than magic. Since background counts are already around, maybe SotA 2065 can have ways to create artificial background count or even mana warps. As for duplicating or finding areas that magic simply can't be a part of, I'm at a loss.

to create a background count. either get a whole lot of people together for a concert, some religious sermony or similar. basicly you have to get peoples emotions going.

to create a mana warp you would in fact have to remove any and all living material within the area, includeing bacteria and similar atleast. then maybe deply some nasty variant of FAB-3 or something to start feeding on the ambient mana.

the only documented man-made mana warp is after the cermak blast (from what mits tells). and that included a tactical nuke and insect spirits eek.gif

countering magic can allready be done when it comes to blocking them out. FAB version 1 and 2, biofiber wallpanels, awakend ivy, hell even a bioengineerd snail like creature that emits a sound when it comes into contact with a astral pressence (the mage may not even notice he passed thru one).
hobgoblin
QUOTE (Jason Farlander @ Oct 9 2004, 11:31 PM)
QUOTE (hobgoblin @ Oct 9 2004, 04:29 PM)
care to point me to the book and page that says that a manifesting mage only appear as a image in someones head? from what i read, anyone present will be able to see a mage when manifesting. in fact i belive that a manifesting mage would in fact appear on normal film to as the magican is in fact appearing in sound and image on the physical plane. we are talking about a camera here that can photograp something that is purely astral. photographing a manifesting mage should be the least of its tricks...

Read the section on manifesting on SR3 pg 173. It is rather explicit on that point.

and let me quote the text:

"the astral form appears as a ghostly image to all viewers on the physical plane".

ok so later on the text says that its not visible to normal technological devices but there is nothing saying that a mage can single out specific persons to apper before.

and as this camera is astraly sensitive, picking up a manifesting mage should be the least if its tricks.

oops, i belive i sound a bit snappy. sorry about that. wrong person to "snap" at...
Synner
QUOTE (Cochise)
That's your perogative ... As I said: Currently I'm having the feeling that SR is heading in a direction that I don't like at all. And as hard as it might sound: I see that as a result of a great horde of new freelancers (originally coming from a "fan project") that bring in such a vast number of ideas that it turn's into overkill

While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter). Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board

The areas which undoubtedly recieved the greatest boost were artistic, mental and social powers since the former two were seriously lacking references in previous books and the latter was being properly introduced with the Wa of the Speaker.

A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera" is one such. It's a pity "magecuffs" didn't make it. More will surely follow.

QUOTE
Or why is it that the Ways take up such a large ingame-description that stresses more than once that Ways are nothing strict and depend on the POV of the Adept and yet the first optional rule is about a power cost increase when an Adept derives from "his" Way (that deviation just might be his Way) or hasn't "found" his Way?
.
Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).

In fact, I'm wondering how you could possibly have misunderstood the material. It says the GM may as an optional rule choose to apply a power cost modifier if a character strays (or lacks) from his particular way (as in: that "Gamemasters are encouraged to let players detail their character’s personal approach to his particular way and actively incorporate this into the roleplaying aspect of the game, especially in terms of plot and character development.") What this simply means is that if in the GMs eyes a character deviates from the Way the player himself originally "detailed" for the character then he qualifies. How does that possibly reflect on the editing?
Eyeless Blond
QUOTE (Zeel De Mort)
It's just Physical, Combat, Articstic/Performance Knowledge, B/R, Social and Vehicle skills that you can get Improved Ability for - which is quite enough!!

Ah, well that's not as bad then, although I'm not sure why B/R skills are included if Technical ones aren't. *shrug*

Ah well.
mfb
mainly so that you can't take IA: Computers.
Jason Farlander
QUOTE (hobgoblin)
and let me quote the text:

"the astral form appears as a ghostly image to all viewers on the physical plane".

ok so later on the text says that its not visible to normal technological devices but there is nothing saying that a mage can single out specific persons to apper before.

and as this camera is astraly sensitive, picking up a manifesting mage should be the least if its tricks.

You know, hobgoblin, I already quoted that the relevant section back on page 1 of this thread. Anyway, there is an important part that you did not mention here.

"A manifestation is entirely psychic. Machines cannot percieve it in any way; cameras do not see it, microphones do not hear it, and so forth. For characters with cybereyes, the image is in their minds, so they can see the manifestation despite their cyber."

Note the part about the image being in the minds of the percievers. I dont think Cochise ever meant to imply that a manifesting mage could pick and choose which minds to manifest to, but the fact remains that manifestation is a purely psychic mental image. It's not really there in any physical sense. And, though I lack access to SOTA64 at the moment (it should be arriving next week), I share his initial incredulity at the ability of an astral camera to *easily* pick up such a thing. I may comment further when I read the specifics of how it is supposed to work.

QUOTE
oops, i belive i sound a bit snappy. sorry about that. wrong person to "snap" at...


'sok. Really, you dont need to be snappy at anyone... but I still take the apology for what it is.
Zeel De Mort
I don't think the mana-sensitive camera is worth all the time spent posting about it, but I'll throw my opinion in none the less!

Firstly, for anyone who doesn't have the book it "easily captures manifesting mages and spirits" (can spirits manifest? I think they mean materialising, but I'm too lazy to check up) - no Success Test required, so it just works.

For other things, like background count, critters, spells, etc, you need to make a success test using an appropriate photography knowledge skill or similar and count half the successes, yadda yadda.

I'm not too sure I'm happy with the way that works for one thing, it'd be better that the camera had a rating and you rolled that plus photography as complimentary for the success test.

But anyway that fact means, I think, that this camera can't be used as a passive security device against anything other than manifesting mages and spirits. If it has no "skill" there's absolutely no chance it can possibly capture anything astral other than those. So you either have to have a rigger jumped into the camera using his own skill, or a drone with an autosoft interpretation system or somesuch.


Okay, and there ends anything I have to say about the astral camera!

What else was in there? Did someone mention rocket launchers? Ooh...
Caine Hazen
Look, burnination and fhgwhgads was all the book needed to make it perfect!! Only my name as a shadow commentator would have been better....but I love it so far!
FlakJacket
Heh, just noticed the Credits/Props bit. Ada strikes again. smile.gif
Req
Whoa, fhgwhgads is in it? Now I'm totally psyched I ordered it.

Come on, fhgwhgads... smile.gif
Jason Farlander
I assume you both actually mean fhqwhgads. You are both *so* not to the limit.
FlakJacket
They offed Patrick? Oh now that's just rude. smile.gif
hobgoblin
my last post on the camera subject...

it have the ability to see astral stuff as if it was a astraly active entity when used with a success test, so why the hell should it need a sucess test to pick up on something anyone alive and present can pick up even if they are mundanes? even if its a mental image it still require astral energy. and astral energy to a level where even mundanes can pick it up without being targeted by it. this means radiating astral energys and therefor the camera to should be able to capture said energy. just aim it at the source and snap...
Cochise
QUOTE (mfb)
you're thinking of the high-power character creation rules in MJLBB. if you're making high-powered characters, i don't see a problem with adepts starting with foci.


I don't have an issue with adepts starting out with bonded foci either ... I just have an issue with foci that are supposed to be extremely rare (by the wording of the text) that fit into the avail rating of a normal starting character ...

QUOTE
i've never understood the stick-in-the-mud mentality, with regards to either magic or cyber. i mean, why shouldn't magic and technology be expanding into new areas?


Read my lips: I didn't say that either shouldn't expand into other areas: I'm against magic conquering new areas, taking it with ease and over-taking all mundanes in just one blink of an eye ...
That's why I didn't say anything against the possibilities of adepts when it comes to vehicles with the new powers, but simultaniously have serious grudge against what has been introduced in the field of social adepts ...

QUOTE
i mean, consider how incredibly unrealistic that would be--when a culture puts an emphasis on progress (as opposed to tradition, a la the dark ages), the state of the art in that culture grows in leaps and bounds. why in the world should magic and/or technology remain chained to what we had in SR1?


See that's just that kind of generalization that get's me pissed off. I clearly stated what I do find negative with the current tendencies, but so far most every post against my POV came up with generalizations that I didn't make of any sorts.
Hell, it even looks like is forbidden now to have a slightly negative attitude towards anything that is brought fourth by the makers ...

QUOTE
as far as introducing real-world concepts into SR, what would you suggest? re-inventing the wheel every time SR need to introduce a new advance?


Again something that I didn't saying anything the like ... But I'd like to see a development that actually fits with what has been done before ... And to me it seems that some things that have been introduced during the last supplements (including SOTA '64) leave a sore taste ...
Another example (not against SOTA '64): The overall political development of SR went into balkanization of larger nations and federations. Fine ... Now SoE has reintroduced the EU ... With a "surprinsingly" close relation to real world developments. The currency ECU all of a sudden made the vey same name change to Euro ... just as in our real world ...
I'm not necessarily asking for re-invention of the wheel. But I'm asking for less unimaginative copying of real world events.
Deacon
Real quick here:

Regarding the new astral camera: You all are forgetting something. This is Shadowrun. The rules make reality. Rules can and will contradict each other. The rules have changed. Deal with it.

Regarding adepts: Adepts are specialists. Samurai and mundanes are not. (Though for the purposes of the game, sammies and mundies are the same damn thing -- only diff is the mundie don't like being superhuman, for some strange reason.) I do deplore the fact that the authors of this book decided to screw the mundies, but perhaps in SOTA65, the pendulum will swing back the other way. In any case, it's going to be up to the GM to balance things out -- a position I hate, but then the only other possibility I see is to convert everything to another system and balance things out across the board.

Anyone want to share some of the other things in the book? My copy won't be arriving for a while...
FlakJacket
Yes, the authors of the adept section have obviously watched that Remo Williams film way too many times. biggrin.gif
Jason Farlander
QUOTE (Deacon)
You all are forgetting something. This is Shadowrun. The rules make reality. Rules can and will contradict each other. The rules have changed. Deal with it.

You are forgetting something. Shadowrun is a game. The rules do not make reality, the GM does. We are all free to ignore any rules we do not like. We are also free (and justified) to be annoyed when new rules needlessly contradict existing ones.

Furthermore, the whole *point* of this board is to discuss shadowrun issues, and this is one of those issues. If you don't like the fact that some people have problems with a new rule and wish to voice their concerns, well then you're in the wrong place. Deal with it.
Cochise
QUOTE (Synner)
While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter).

Try harder Synner ...
Again I can only suggest that you read what I wrote instead of trying to find an insult in what I wrote. I wrote about my feelings. Currently I do have the feeling that as we germans say: Zu viele Köche verderben den Brei ... Too many people working on the same thing and thus "killing" the result ...
It's an impression, no more no less. That impression is strengthened by how you in particular "changed" in your attitude on this board (from my POV) ever since SoE went from fan project to official project with you becoming a freelancer ...
I'm not blaming you or anyone in particular for that overall impression I have. It's an observation ... you may take it as an indication of potential distaste in a larger group of players or you may not. Again: That's your perogative ...

QUOTE
Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board


Does this actually matter when it comes to my POV which is based on my perceptions?
And before trying to tell me that I should shut up, because I don't have any insight on matters: I was long in enough in closer touch with the german side of development. Part of the reasons why I quit doing what I did for Fanpro Germany was what I saw and heard through the various channels ...
Agreed, I never was an official freelancers (at least none that made it into publications or got any money from it) but I was there ...

QUOTE
A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera"  is one such. It's a pity "magecuffs" didn't make it. More will surely follow.


You saw the part where I said that I like the overall idea? I'm just not too happy with the product itself ...

QUOTE
Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).


And this rule doesn't even remotely look contradictory to you when looking at the way how the Ways are presented from the ingame perspective?

QUOTE
In fact, I'm wondering how you could possibly have misunderstood the material


Matter of fact: You're the one missunderstanding something here. I didn't miss the word "optional" in any way, so ..

QUOTE
It says the GM may as an optional rule choose to apply a power cost modifier if a character strays (or lacks) from his particular way (as in: that "Gamemasters are encouraged to let players detail their character?s personal approach to his particular way and actively incorporate this into the roleplaying aspect of the game, especially in terms of plot and character development.") What this simply means is that if in the GMs eyes a character deviates from the Way the player himself originally "detailed" for the character then he qualifies. How does that possibly reflect on the editing?


... what you suggest to be my misunderstanding actually is none ...
Let it put me this way: "Ways" appear to be something depending on the mindset of an adept => Even if an adept (or his player) makes certain changes to what he / she initially described as "my Way", it's (at least to me) unlogical to have rule that a GM might use to "punish" the character with, once he does (even adepts and their mindsets are subject to change, wouldn't you agree?) ... even if it's optional. And things like that leave me with an impression of bad editing, because things do not fit with how they are presented at other places within the rules or background informations ...
Again that's just a personal personal observation and I presented it after I was asked to provide my reason why I have some ill feelings abou SOTA '64 ...
Sabosect
Well, I was going to post something long and argumentative, but after the last post I read, I decided I had better keep out of this one.

I will say this: Perhaps astral cameras work like the real cameras that can photograph auras. They just discovered some new way to play with the filter or the lens.
Siege
Eh, we're falling back into the "mundane versus magic" arguments which are a spin-off from the "samurai versus adept" arguments.

I will make one comparison - "CED" versus "IA".

Can a specialist smoke a generalist in a particular field? Probably. Will the specialist be as useful as the generalist in a circumstance outside of his (or her) specialty? Probably not.

Magic duplicating cyberware and vice versa has been in place since the first adept rules mentioned enhanced senses being able to, generally speaking, duplicate most if not all of the cyber senses. Which was a way of condensing the section and not wasting space to needlessly repeat previous text.

Now it holds true because the justifications and numbers that explain most of the adept's powers can easily be duplicated in mechanical terms. The numbers produced for an adept's "cognition" ability could equally be used to describe the encephalon's multi-tasking ability as mentioned in "ShadowTech."

Which leads to interesting complications for deckers and riggers if a GM allows the encephalon to duplicate said effects.

There are very few adept powers that function "just because" or in such a way as to be unduplicateable by cyber. I think it was mfb who posted a masterful summary of how the same powers could be duplicated by cyberware.

QUOTE ("P-fix chips can now add things like:")
"Perfect Posture 101".  "Yes, you too can stride confidently into your next board meeting!  A person can command attention and respect while slotting our 'Mr. Big' behavior mods."


Define the mechanic - Knowledge Skill "Confidence". Adds comp bonus dice to social interactions that might be influenced by the subject's extremely confident and poised body language.

QUOTE

The "Mr. Cool" p-fix chip.  "Be the Ice Man every woman dreams of.  Be cold and distant like the Alaskan Glaciers."


Or the ever popular...

QUOTE

The "Lon Chaney Thousand Faces" cyberware mod.  It splices into the nerves leading to the face and enables the user to either select a specific facial mannerism or any combination of facial responses to bolster those failing social skills.  "Want to cast 'come hither' eyes like star of 'Stella Goes Dunking', Julie Lovesmore?  See Dunklezahn like you've never seen him before!"


Now, is that a cyberware gizmo or a chipped knowledge skill: "Seduction Techniques"?

-Siege
mfb
haha, George H. W. Bush Center for Intelligence. that's one point for Szeto.
FlakJacket
Other little throwaways include Murtaugh commenting on how diplomatic immunity doesn't make you bulletproof in the intelligence section.
Patrick Goodman
QUOTE (FlakJacket)
They offed Patrick? Oh now that's just rude. smile.gif

Not "they." Me.

It was a little embarrassing, once I actually started writing for the game, to have a character with my own name in there. More than once I was accused of writing myself into the game (I didn't, Erik Jameson did, and I've yet to get him back for that... biggrin.gif ), and it was starting to get to me.

So I asked Rob if I could do something about it, and he let me. It opens up some plot areas that I'm wanting to explore in some fiction for the website, and I hope it'll open up some things for groups who play games set in the CAS.
Patrick Goodman
QUOTE (FlakJacket @ Oct 9 2004, 06:40 PM)
Yes, the authors of the adept section have obviously watched that Remo Williams film way too many times. biggrin.gif

You say that like it's a bad thing....

I like most of the new adept powers; it's helping me with some NPC concepts that I didn't quite have a canon way to work in. Hell, for a while the "author" of the Artist's Way segment was going to be one of my NPCs, but I wasn't altogether happy with how things worked out, so Synner obligingly changed some things around for me.

I've already got a pretty cool scene for an adept with Wall Running in mind for a story, so it's working out well for me.
Fortune
QUOTE (Dax @ Oct 10 2004, 04:05 AM)
QUOTE (Herald of Verjigorm @ Oct 9 2004, 12:51 PM)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Talk about hitting the nail on the head.

I swear, the developers finally give people what they were asking for, and what happens? A whole pile of complaints about the developers delivering what was asked for.

Un-frikin-beliveable.

If you are in any way referring to me or my posts here ( in either post quoted), then you might want to check your facts before posting wild accusations. I have never...not once...ever complained that Adepts were underpowered. I have gone down on record time and time again as stating that they were, in fact overpowered even before the addition of new material. Opinions were asked for (numerous times), and I am merely expressing mine.

The main reason why I wanted to join the original Adept Sourcebook team in the first place was to try and keep Adepts from dominating the game world, making all other character types less attractive to play. Unfortunately I dropped out of the project prior to the submission stage (for reasons unrelated to Shadowrun), but overall I think the end result was a lot better than it could have been. Credit should be given to the Freelancers for at least shedding light on, and expanding Adepts.
Tzeentch
-- One problem with Shadowrun is there's no followup on anything important. This magical camera is a giant can of worms as it's an electro-optical mana sensor. I'm waiting on my copy of the book, but this sounds even worse then the problems of FAB and thus it's no surprise so many people focus on it.
Dax
QUOTE (Fortune)
QUOTE (Dax @ Oct 10 2004, 04:05 AM)
QUOTE (Herald of Verjigorm @ Oct 9 2004, 12:51 PM)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Talk about hitting the nail on the head.

I swear, the developers finally give people what they were asking for, and what happens? A whole pile of complaints about the developers delivering what was asked for.

Un-frikin-beliveable.

If you are in any way referring to me or my posts here ( in either post quoted), then you might want to check your facts before posting wild accusations. I have never...not once...ever complained that Adepts were underpowered. I have gone down on record time and time again as stating that they were, in fact overpowered even before the addition of new material. Opinions were asked for (numerous times), and I am merely expressing mine.

The main reason why I wanted to join the original Adept Sourcebook team in the first place was to try and keep Adepts from dominating the game world, making all other character types less attractive to play. Unfortunately I dropped out of the project prior to the submission stage (for reasons unrelated to Shadowrun), but overall I think the end result was a lot better than it could have been. Credit should be given to the Freelancers for at least shedding light on, and expanding Adepts.

Well, I wasn't talking about you in particular. It was a more open ended statement of frustration more than anything else.
Fortune
QUOTE (Synner)
It's a pity "magecuffs" didn't make it.

Can you give up a brief outline on these?
Fortune
QUOTE (mfb @ Oct 10 2004, 08:03 AM)
mainly so that you can't take IA: Computers.

...or IA: Demolitions!

...or IA: Biotech!

...or, worst of all, IA: Small Unit Tactics!
Fortune
QUOTE (Siege)
I will make one comparison - "CED" versus "IA".

What makes them mutually-exclusive? It isn't only a comparison about the various merits of each, but also the fac that Adeps can get both if they choose for very little loss.
Siege
Combining IA and CED skills...

Ya know, my basic reaction is to cry, "oh hell no"...but come to think of it, I don't think IA requires the adept to actually have the skill in question...

I'll have to look at the main book before I can wail in abject fright.

But I was thinking the CED is the mundane's answer to IA before your Halloween trick.

-Siege
mfb
IA does, in fact, require you to have the actual skill. you can't have more dice in IA than you have in the skill.
Siege
Which kills the idea of mixing IA and CED - CED requires the skill to be chipped which automatically overrides any natural talent.

Hmm...but if the adept already has the skill, gets the skillwires and the CED necessary...it doesn't inherently preclude use of IA with the chipped skill.

You can argue the interpretation either way. Bah.

-Siege
Fortune
Oops! Yeah I realized after I logged off that a character actually needed to know the skill to use IA.

As was said though, a case could be made that he would know the skill at the time he are using the Chip, as that is the point of Skillwires. What's even munchier is that he could Gaes the IA Power with the condition that it could only be used with Chipped Skills. wink.gif

That aside though, there are still quite a few Adept Powers that are quite capable of being used in conjunction with Cyber/Bioware. My point was that it isn't only a matter of comparing (and balancing) Magic with Wares, because there is not much to stop the Adept from acquiring the same Wares.
Eyeless Blond
After thinking about it a little more, I believe I've come up with a few more of the reasons that books like this SotA are bothering me. Aside from the fact that there are very few ways to block magic in general, even fewer ways to block an adept's magic specifically, and fewer still wholly mundane ways to block magic of either type, what gets under my skin about the Awakened is:

-they can use anything a mundane can use, and any time they can't they can usually get an identical or better Awakened power that a mundane can't match. The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with." Not that the mundane can just toss his Essence to the wind either; he has a limited amount for one, and there are a few notable side-effects of spending lots of Essence points as well.
-there is, theoretically, no ceiling to their powers. Mundanes will eventually run out of things to upgrade. There is an Attribute Maximum, a skill maximum based on those attributes, a maximum of 6 Essence (unless you go CZ, which is just stupid for nearly all mundane characters, except *maybe* the sam.) Magic users have these same limits as well. With Initiation and foci, however, came an infinitely-increasing font of power for the Awakened. Naturally it's very very expensive Karma-wise to do so, but it's a path that mundane characters just don't have.

The second of these two issues really isn't that important, except in a psychological sense. There is no way that any mundane character will ever get near the point where they start getting to their power ceiling over the course of a practical game, but the fact that the ceiling exists at all makes me just a little claustrophobic. Why should the Awakened have access to a source of infinitely-scaling power when the mundanes don't?

I seriously doubt that there's really any way to really deal with this second issue. To solve it you'd have to give mundanes some sort of Initiation-like deal that the Awakened by their very nature can't participate in, and I have no idea what that could be or how it could work. This isn't even the real problem anyway, so it might not even need to be solved.

It's the first concern that truly worries me, and most likely the other doomsayers in this thread. Although it's true that you'll never actually see a single character with all or even a significant fraction of the adept powers described here and elsewhere, you will find them all as NPCs, somewhere in the masses. With all these new powers in such wide-ranging areas, I'd be amazed if within a few years of game time there were any mundanes doing anything of consequence that an adept or a mage couldn't do just as well or better.

If I wanted to play in a world where magic did everything important and technology sat in the back until the adults were done doing the real work I'd be playing D&D. nyahnyah.gif
Fortune
QUOTE (Eyeless Blond @ Oct 10 2004, 05:01 PM)
The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with."

There's nothing even to preclude this. A Grade 3 Initiate (possible in most games) could have VCR 2 and still have 6 Magic Points worth of appropriate Adept Powers. He's sure going to give pretty much any Rigger a run for his money.
mfb
interesting stuff in there, concerning several interesting plot threads. Winterknight, for one; Deus, for another.

here's an odd theme i noticed: feminism. it pops up in the adept section, the euromagic section, and the culture shock section. was this intentional?
Synner
QUOTE (Cochise)
QUOTE
While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter).

Try harder Synner ...

I dare say you've never seen me take something personally, so I'll take that for what its worth...

QUOTE
Again I can only suggest that you read what I wrote instead of trying to find an insult in what I wrote. I wrote about my feelings. Currently I do have the feeling that as we germans say: Zu viele Köche verderben den Brei ... Too many people working on the same thing and thus "killing" the result ...

I did not take any of your post as an insult. If I had I probably would not have bothered to answer at all. In fact I rarely take anything posted on these boards as an insult.

What I did try to underline was your erroneous belief that there is a significant difference between the way things are developed "now" and the way they were developed "before" in this particular respect. If anything the current system is closer to the original FASA system of multiple playtesters than it had been for a while and development goes through a lot of tweaking and balancing.

But as always everyone is entitled to an opinion (or opinions) and more power to you if yours aren't in agreement with mine or anyone elses.

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It's an impression, no more no less. That impression is strengthened by how you in particular "changed" in your attitude on this board (from my POV) ever since SoE went from fan project to official project with you becoming a freelancer ...

Aside from my difficulty in keeping up with prior commitments I made to the Dumpshock community - such as the Seattle Intelligencer and the Idiot's Guide to the Matrix - which are as much to do with real life issues than freelancing I hadn't noticed a change in my approach to the boards. I'm still as long-winded and argumentative as I've always been. wink.gif

There is the fact that I have been less liberal with my opinions because they now carry a different kind of weight (whether they should or not is not the issue) and don't post as many of my own ideas and rules interpretations as I did (you'll notice most freelancers don't). The exception has been, and will likely continue to be, when referring to stuff I personally wrote, in which case I will often explain (as much as possible) what was on my mind and why I made certain choices to avoid assumptions and erroneous deductions. However, even there you'll note that I will mention that these are my thoughts and that they do not necessarily reflect the opinion of FanPro, the developer, other freelancers, or in fact, later writers who touch upon the same material (a good example is a recent DSF thread on the Templars and magic in the RCC).

Admitted, I may be missing the obvious, so I would be indebted for a heads-up by PM (rather than on here), if you wouldn't mind.

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I'm not blaming you or anyone in particular for that overall impression I have. It's an observation ... you may take it as an indication of potential distaste in a larger group of players or you may not. Again: That's your perogative....

As you may have noted I do try to debate and discuss matters rather than slam the door on people. Furthermore when I present (some might say defend) my views more often than not these days, I slap a disclaimer on them so people don't mistakenly think they're in any way official or representative of FanPro's own development stance.

Regarding your opinion, I value it as I do any opinion on this board. As a single voice which may or may not represent a wider group. It would be wrong to do anything else. If I were to simply count positive vs. negative posts on this thread as feedback, I'd probably find you are in a minority. The same happened in the SoE forum, if I had added up pro and con comments at the very least they'd probably even out. By the same measure, I don't even give particular importance to hearing that SoE has pretty much sold out in the UK and Germany within a couple of months of coming out... for all I know everyone who bought it hated it.
However, as anyone who's worked with me will know, though I argue my points to death at times (case in point), I take constructive criticism to heart and often change my writing to fit anything I view as representative or valid perspective.

Nevertheless, the first thing you learn as a freelancer is you're never ever going to please everybody. So inevitably you have to settle for pleasing the most people (or you risk losing your audience). In this particular case there had been no less than 4 different fan netbook projects expanding adepts and upwards of 40 threads on new adept powers on all incarnations of Dumpshock. There was a demand for adept powers and (judging by the contents of all those) for expanding the adept's niche in the game. I believe the writers and everyone who contributed to this chapter answered that need, still kept things balanced and managed to throw a curveball or two.

As someone said it was inevitable it was going to be controversial, so I'll settle for having satisfied a fair number of players and provided them with new options. Who knows next year there's the chance we might get to do the same to all the cyber and rigger fans out there.

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Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board

Does this actually matter when it comes to my POV which is based on my perceptions?

Not at all, it simply shows that your inference that there is a certain relation between the new writers and the type/variety of material presented is wrong.

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And before trying to tell me that I should shut up, because I don't have any insight on matters: I was long in enough in closer touch with the german side of development. Part of the reasons why I quit doing what I did for Fanpro Germany was what I saw and heard through the various channels ...
Agreed, I never was an official freelancers (at least none that made it into publications or got any money from it)  but I was there ...

If you've ever really read my posts you'd know that I've never ever told anyone to shut up, I think it's bad form and I don't intend to start now.

Regarding the rest, since until very recently (post-DotSW) there was really next to no real relation between German and US development and quite often German and American canon were even at odds. I fail to see the relevance or relation with anything being discussed. You're right. I know nothing about your experience with FanPro D but then again I'm willing to bet it doesn't really reflect the way things have been handled post-DidS2. The fact is that in recent times German and American development has been far closer and coordinated (thanks to people like FanPro D developer Christian Lonsing and Lars Blumenstein) than ever before. So much so that several German authors' material feature in recent and upcoming US books, plot threads from both sides interweave and it's been my pleasure to collaborate with folks and projects on both sides of the Atlantic.

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A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera" is one such. It's a pity "magecuffs" didn't make it. More will surely follow.

You saw the part where I said that I like the overall idea? I'm just not too happy with the product itself ...

I'll take that for what its worth.

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Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).

And this rule doesn't even remotely look contradictory to you when looking at the way how the Ways are presented from the ingame perspective?

No. But I'll explain why below.

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In fact, I'm wondering how you could possibly have misunderstood the material

Matter of fact: You're the one missunderstanding something here. I didn't miss the word "optional" in any way, so ..

I didn't say you did. I suggested there was a misunderstanding... but the "optional" bit had nothing to do with it.

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... what you suggest to be my misunderstanding actually is none ...
Let it put me this way: "Ways" appear to be something depending on the mindset of an adept => Even if an adept (or his player) makes certain changes to what he / she initially described as "my Way", it's (at least to me) unlogical to have rule that a GM might use to "punish" the character with, once he does (even adepts and their mindsets are subject to change, wouldn't you agree?) ...


<And here I go explaining what was on my mind when writing this bit...>

This is where you've misunderstood the concept - or perhaps it simply isn't clear enough in our writing. A Way defines the follower's mindset but it goes far beyond that. In fact, the mindset/personality is only a part of the greater framework. As explained in MitS and SOTA64, Ways are personal paths (sometimes conscious, sometimes subconscious) towards expressing individual ideals of Self - and as immutable in their own way as a mage's tradition.

A particular mindset is simply one outward manifestation of this inner focus, it is a reflection of this but not the focus itself. It is what a person thinks about something not why the person thinks that way. While a person's attitude and outlook are indeed subject to change over time, it is very rare that someone is able to alter their deep-held beliefs/ideal of Self (in psychological terms this most often requires an immensely traumatic episode of some sort), and hence their Way. In real life, while one's mindset may change, the personal ideal that underlies one's outlook on life rarely does. In the Sixth World this is amplified by the need of a focus to better control magic (which in turn leads to a chicken and egg argument about whether the Way is dictated by the individual's personality, or if the individual's personality is in fact molded by the Way his aptitude expresses (which IIRC is something that comes up in the fiction).

A follower of the Way of the Artist is ultimately a Creator, someone devoted to artistic excellence and creativity as ultimate personal expression. As such it would be counterproductive to even have attempted to identify and inumerate all the possible variations of attitudes, mindsets, backgrounds and arrays of powers an Artist might manifest in this book (let alone for all the other Ways). However, should at the outset a player define (as is suggested) his character as a modern musician inspired by the Celtic Bard ideal, we decided to give Gamemasters the option to exert some control (if he so wishes) over the character's initial choice or later development of powers; especifically those that don't really fit that personal approach to the Artist's Way (as originally defined by the player himself). In the example above, given the absence of any warrior/combative aspect to the Celtic ideal of Bard, the Gamemaster might choose to impose the optional power cost increase on the aforementioned Bard if he wanted to pick something so out of place as Killing Hands (which in turn might be perfectly acceptable on a sculptor Artist character to the same GM).

Another example is the Lost. The Lost are meant to group all the adepts who, for whatever reason, don't possess a Way; those who are too mixed up, lack the drive towards inner development or simply too inconsistent to take up the focus of a specific ideal. They all still have their own mindset, opinions and goals in life, they just don't have the inner focus to direct their magic in a specific direction (which in turn manifests as development of certain aspects and powers of the character). Their magic is developed by need and desire, and often without training. As such some GMs may deem (I know I will) that the development of their powers should reflect that absence of focus and dedicated training.

As usual mileage will vary from game to game, gamemaster to gamemaster, but that's why its an optional rule.

In many games Ways are simply ignored because they don't have associated game mechanics effects. In others they went undeveloped because previous SR3 material (unexpectedly few players seem to have picked up Awakenings) really didn't cast much light on how Ways affected character's everyday lives and how they might mold their abilities. So when writing this it was decided that providing the insider's view of all various Ways would help clarify some of the practical aspects of the material in MitS.

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even if it's optional. And things like that leave me with an impression of bad editing, because things do not fit with how they are presented at other places within the rules or background informations ...

As I explain above this can be ascribed to the way you interpreted the text or in fact to lack of clarity in writing/editing. Since I have yet to read the final printed text I'll reserve further comment but am perfectly willing to accept both alternatives.

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Again that's just a personal personal observation and I presented it after I was asked to provide my reason why I have some ill feelings about SOTA '64 ...

It does represent constructive criticism and as such I'm pleased to hear it. It is a question of "personal observation" and a matter of opinion, but as long as it is well grounded and explained it is a perfectly valid one and much more useful input than a lot of random criticism that I see.

It is obvious that we disagree with a number of aspects of the game but there's nothing wrong with that. You obviously don't stuff like the NEEC, to you it means revising to fit current events/developments. To me the NEEC has very little to do with the current EU (rather it is inspired by EFTA and the original EEC) and represents what I believe would be a plausible method for future covert corporate takeover of pan-european politics and economics which builds on current and SR's dystopic trends.

There's probably stuff we do agree on. For instance, I do agree that SR history should disregard contemporary history when it obviously doesn't fit and that magic has become quite pervasive in the recent past.

However I tend to look at things from the perspective of their actual impact in the game. For instance, I firmly believe the number of people playing full-blown social adepts will be a relatively small compared to the number of people playing adepts. As many things in magic I believe it is a self-limited and balanced development (or at least as balanced as anything is in SR). It is very "compartimentalized" and requires specialization, which in effect means developing some options restricts others - in a way technology and cybertech in particular do not (if you figure in nanotech, genetech and bioware and the effect is even more evident). Combining the two to twink has always been an issue since Grimoire 1 so it is nothing new, and certainly nothing that should restrict development of viable options for all players.

I'd also submit that material like Adept powers and metamagics and the European magic traditions in SOTA64 will only add depth and variety (as well as further compartimentalization), rather than fall into the bigger, better, stronger trend that was characteristic of a lot of early 2nd Ed material and particularly the German material.

As I said before constructive criticism is always appreciated, so please feel free to pour it on.

If you really object certain trends or have issues that you'd like to bring up, I'd suggest making your voice heard and mailing Rob Boyle directly, from experience I'd say he's very open to fan input and feedback.
Synner
And on the subject of fan input and feedback how about some more thoughts on the book?
Siege
Blond - take away the idea of Geasing magic loss due to bio or cyberware and everything snaps back into a healthy perspective. A magical character could still Geas to avoid magical loss due to injury or to make certain powers cheaper, but not to offset an inherent alteration of the fundamental paradigm of how magic works.

As for the limitless magic person - that's true, in theory. If you play in a karma-rich environment, magical types will be more powerful since mundanes have a more limited means of spending Karma. Unless you opt for allowing players to spend Karma on reducing cyberware costs - x amount of karma on personalizing cyberware, to the point the character and the character's body no longer think it's something foreign...hmm...must explore later...

Edit:

That being said, however, mages and adepts are still glass cannons for the most part and with firearms able to kick damage into S and D categories without too much effort, you still have to survive the encounters to reach those lofty levels of initiation.

-Siege
Siege
The European magical traditions were interesting, but a lot of that material had been explored in some detail previous books, so it felt like a re-print to some readers. I haven't done a direct book-by-book comparison, simply noting that was the impression I was left with.

My overall impression was the book seemed...off-balance. Personally, I would have preferred a clear pattern of fluff, numbers, fluff, numbers. The book seemed to be jumbled in that respect, but that is strictly my opinion from three or four fast reads.

I think there was a lack of clear sectional division from subject matter A to subject matter B, which may have contributed to my feeling of the material being "jumbled".

The "gangsta orkz" and the gambling sections were a little long for the overall impact either will have on most games - both could have been cut in half and still produced the same impact.

Not to say I think the book sucked - I enjoyed it quite a bit and look forward to going nuts with some of the options presented herein. grinbig.gif

-Siege
TheDude
QUOTE (Eyeless Blond)
After thinking about it a little more, I believe I've come up with a few more of the reasons that books like this SotA are bothering me. Aside from the fact that there are very few ways to block magic in general, even fewer ways to block an adept's magic specifically, and fewer still wholly mundane ways to block magic of either type, what gets under my skin about the Awakened is:

-they can use anything a mundane can use, and any time they can't they can usually get an identical or better Awakened power that a mundane can't match. The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with." Not that the mundane can just toss his Essence to the wind either; he has a limited amount for one, and there are a few notable side-effects of spending lots of Essence points as well.
-there is, theoretically, no ceiling to their powers. Mundanes will eventually run out of things to upgrade. There is an Attribute Maximum, a skill maximum based on those attributes, a maximum of 6 Essence (unless you go CZ, which is just stupid for nearly all mundane characters, except *maybe* the sam.) Magic users have these same limits as well. With Initiation and foci, however, came an infinitely-increasing font of power for the Awakened. Naturally it's very very expensive Karma-wise to do so, but it's a path that mundane characters just don't have.

The second of these two issues really isn't that important, except in a psychological sense. There is no way that any mundane character will ever get near the point where they start getting to their power ceiling over the course of a practical game, but the fact that the ceiling exists at all makes me just a little claustrophobic. Why should the Awakened have access to a source of infinitely-scaling power when the mundanes don't?

I seriously doubt that there's really any way to really deal with this second issue. To solve it you'd have to give mundanes some sort of Initiation-like deal that the Awakened by their very nature can't participate in, and I have no idea what that could be or how it could work. This isn't even the real problem anyway, so it might not even need to be solved.

It's the first concern that truly worries me, and most likely the other doomsayers in this thread. Although it's true that you'll never actually see a single character with all or even a significant fraction of the adept powers described here and elsewhere, you will find them all as NPCs, somewhere in the masses. With all these new powers in such wide-ranging areas, I'd be amazed if within a few years of game time there were any mundanes doing anything of consequence that an adept or a mage couldn't do just as well or better.

If I wanted to play in a world where magic did everything important and technology sat in the back until the adults were done doing the real work I'd be playing D&D. nyahnyah.gif

Quite honestly, this complaint has nothing to do with SOTA - this is the way the game was created from the start.

There is no such thing as mundie vs mage comparison on a power development scale. Mage wins always (if played intelligently that is).

As a writer for the adept chapter, my primary goal was to expand adepts out of the combat/stealth only mold. It always bothered me that mages were so dominant when compared to adepts in terms of application and utility, for only one priority higher.
Siege
And you did a great job, Dude. I thoroughly enjoyed the adept powers section, a minor twitch here and there notwithstanding. grinbig.gif

There will always be players who argue "why play anything other than a mage because they are so much 'er'?"

-Siege
TheDude
I would also like to point out that there is a lot of interpretation on Ways, and what they mean for the character.

There are certainly things that Synner and I agree on with Ways that shows up in the material - but I can tell you we spent hours arguing over some aspects of Ways, especially with respect to "Lost" adepts. We're both stubborn perfectionists wink.gif.

What wasn't up in the air, and was the true unifying point of importance, is that Ways should be integral to character creation when making an adept, and not just a throw-away concept. Shamans take totems, there is no question about it. I'd like adepts to have the same standard.

But, that is really tough to do without mechanics (and shamans have a few "outs" - totems that are really hands off), but the material stands up IMO. Both Synner and I have put out posts already explaining why mechaincs were not the best idea for Ways. So we had a real challenge.

I hope players of adepts are motivated to incorporate Ways, and I encourage GMs to consider the optional rules regarding adepts that don't want to take a Way.
Synner
What he said... and many thanks to James for balancing both of us out. wink.gif

Siege - Thanks for the comment, although only Druidism was ever addressed at length (in London and later the Grimoires), I do understand the impression that this is somewhat familiar ground. Most of the stuff is new though. We fleshed out Idol followers, taking them away from generic pagan shamanic types and setting them in actual Sixth World belief systems. Strangely enough Witchcraft and Norse magic had been barely touched before and we also added some colour to what is often thought as monolithic Hermetic magic with the new schools of hermetic thought and the academic conflict.

And no one has gripes with Charms yet?
mfb
heck, synner, we've been using metamagic-switched mages for quite a while. 'bout time SR canon caught up with us!
apple
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There are certainly things that Synner and I agree on with Ways that shows up in the material - but I can tell you we spent hours arguing over some aspects of Ways, especially with respect to "Lost" adepts.  We're both stubborn perfectionists wink.gif.


So, is Cognition compatible with the Mnemonic Enhancer?

SYL
Cochise
QUOTE (Synner)
And no one has gripes with Charms yet?

The pricing and avail seem to be "off" again ... The mechanic as such is o.k.
Cochise
QUOTE (apple)
So, is Cognition compatible with the Mnemonic Enhancer?

A missing limitation that says "can't be used in conjunction with Mnemonic Enhancer" pretty much means: Yeah, adepts can gain the benefits of both ...
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