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Odd gaming moment

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Fizzygoo

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« on: <10-20-11/1714:16> »
So I'm running game last night. The firefight is nearly over, the last bad guy is running away outside and everyone in the party is in the house or down the street in the opposite direction of where the bad guy is headed. None of the party had engaged this particular bad guy and the bad guys' friends, who are all dead, were well armed, kept behind cover as much as possible, etc. So this last bad guy could be bad ass or not, but if he is like his teammates, then he's skilled and smart.

This bad guy was skilled and smart enough to realize that, when the projecting mage sent his plant spirit in to get him, that he shouldn't try to duke it out with the thing and instead...ran away.

So the rest of the party is cleaning up in the house while the plant spirit chases the bad guy down the street and the player of the mage says, "hey, there's a telepathic bond between spirit and summoner...[he reads the entry out loud]."

"Okay," I reply.

"Okay, so I telepathically ask my spirit, 'can you take this guy?'"

This is where I have a brief moment of confusion and then I say, "Okay...so what does your spirit say back to you?" Now I get to see that the confusion has left me and swam over to the player, so I continue. "I'm not real familiar with plant spirits, so I don't know exactly what skills and abilities and powers it has off the top of my head...but you do [he had the book open to plant spirit on the table]. But the spirit certainly doesn't know off the top of it's head the skills and abilities of the bad guy that it has yet to engage with." Of course if the player would have said, "My spirit will use assensing on the bad guy" then I would have had him roll and given out the information.

The player seemed to understand what I was saying and though there seemed, for a brief moment, that it was going to turn into an argument he moved on quickly.

Of course the next day I sit here trying to figure out if he meant something different than "I want to know if my spirit is guaranteed to kill this guy 'cause other wise I'll have to go out and help or get someone in the party to help."

In the end, the plant spirit entwined its vines around the bad guy's mind.
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corax

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« Reply #1 on: <10-21-11/0323:19> »
generally from what i have seen is the GM ''controls'' the spirit similar to an npc. so i would of treated it like he was asking the local resident npc street sam if he could of taken the guy. so base it on what the spirit itself thinks not the stat/skill comparison.

Alternatively that vague of a question to a spirit (especially a tree) is likely to just confuse it. maybe have a chat to him with the sort of things his spirits may or may not understand.

Mason

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« Reply #2 on: <10-21-11/0330:14> »
No, it wasn't a rules thing, it sounds more like RP. Spirits are intelligent beings, and they understand speech. A better phrase would have been "hey, spirit, are you capable of taking this guy down for me?" To which the answer would be anywhere from *rustle, rustle* to "Of COURSE, I can, I am a mighty spirit" (If high force) to "Perhaps" (for a weak spirit), etc.

Also, The GM controls the spirit unless the player specifically orders it to use a specific ability. I dunno if the player or the GM rolls for it, but i usually say the player does.
« Last Edit: <10-21-11/0334:39> by Mason »

Crimsondude

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« Reply #3 on: <10-21-11/0351:54> »
Of course there is also the matter of spirit temperament.

I want to quote this because it's cool and it seems apt. Kieron Gillen on writing magic
Quote
The one magical rite that’s been in play is that of the magical promise. Loki makes Hel-Wolf swear something. Hel-Wolf swears it, but does so in a way which allows him to ignore the oath. We know about that kind of faustian deal, so that kind of oath is something we kinda know about. Even so, if you didn’t, the way we use it also introduces it as a concept. HERE IS A PROMISE/HERE IS WHAT I’VE ACTUALLY SWORN/HERE IS THE RESULT. After that scene, magical promises are in our box of magical tricks that work in our fictional universe. It’s not a magic solution which works on a single problem. It’s a general tool you can expect to see used again

I mention that because just asking could be a service if the GM was feeling particularly evil. Depending on how I was feeling and whether I could recall how the summoning test went, you can play with this a great deal. There isn't just the question of whether the spirit would be able to understand that, but how they would respond.

"Can I take him? Hm ... No. I do not have the power to 'take' this person anywhere." The GM can be a prick about how the spirit responds, and it depends on the situation. I would be inclined to mess with them if it was at the end of a slog of a fight and I was feeling punchy.

rasmusnicolaj

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« Reply #4 on: <10-21-11/0543:09> »
"Can I take him? Hm ... No. I do not have the power to 'take' this person anywhere." The GM can be a prick about how the spirit responds, and it depends on the situation. I would be inclined to mess with them if it was at the end of a slog of a fight and I was feeling punchy.

I like that. Make spirits have their own agenda and twist the summoners words when possible. Especially if the summoner hasn't made a super role or gifted the spirit with something.

I was GMing som Palladium Fantasy once and after an accident in a temple that caused an earhquake the groups summoner wanted to call a earth elemental so he could make it dig through the rubble and reclaim the golden statues from the temple. He didn't succeed to well in his summoning, so I gave him a rather large and really stupid magma element instead. After trying to bargain and talk with the thing (it primary respons was to ask if it could melt anything) he screamed at it, that it should dig down in the temple and bring him the statues. It did and brougt back some melted statues not really worth that much. He hated Magma elements from that day *GG*

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Crimsondude

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« Reply #5 on: <10-21-11/1256:01> »
Spirits (summoned in this case. Free spirits are a given) DO have their own agendas. At least, some do. That's the thing about spirits. Mana is both astral matter and energy, and the fluctuations in how they interact in a spirit has to be to some extent why sometimes you summon an extradimensional "person" who can either be cool or a dick, and sometimes it's an astral toaster where you press the button and it does what you tell it to do.


That's the one thing that I miss, and noticed when I got to play tabletop in the tournament games is that there's no time to really mess with this because you're on a clock. So they end up being nothing more than a tool in the toolbox.

That said, in twenty years it's been uncommon for me to have seen that side of the spirit relationship where you have to be an astral litigator to exact your precise service. But you know that's why as far as I know and just to me that it's so apt that Charisma was the summoning drain and is the astral Strength stat.
« Last Edit: <10-21-11/1259:24> by James Meiers »

FastJack

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« Reply #6 on: <10-21-11/1332:01> »
Spirits (summoned in this case. Free spirits are a given) DO have their own agendas. At least, some do. That's the thing about spirits. Mana is both astral matter and energy, and the fluctuations in how they interact in a spirit has to be to some extent why sometimes you summon an extradimensional "person" who can either be cool or a dick, and sometimes it's an astral toaster where you press the button and it does what you tell it to do.


That's the one thing that I miss, and noticed when I got to play tabletop in the tournament games is that there's no time to really mess with this because you're on a clock. So they end up being nothing more than a tool in the toolbox.

That said, in twenty years it's been uncommon for me to have seen that side of the spirit relationship where you have to be an astral litigator to exact your precise service. But you know that's why as far as I know and just to me that it's so apt that Charisma was the summoning drain and is the astral Strength stat.
Hmmm... that gets me thinking. In addition to the "Cantankerous" glitch, why not look at the number of hits (not just net hits) and the type of spirit summoned to see how the Spirit may treat the magician.

For instance, a Shaman summons a Beast Spirit as they are going into combat, and it takes the form of an Irish wolfhound. Now, some of the enemy slip away during combat, and the Shaman still has a service or two left of the spirit, so he tells it to track the runaways. The spirit, being associated with Combat would do it because of the service, but it might make a show of how displeased it is (i.e. barking loudly, growling at the Shaman, etc.).

With regards to the total hits, say a mage summons a force 4 Fire Elemental. His Summoning [6] + Magic [6] generates 7 hits, while the poor Elemental only gets two. That's five net hits, which grant five services, but you could also play the Elemental that it feels it's being bullied by the Mage's excessive skill dice pool, and takes the attitude of a rebellious servant.

Crimsondude

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« Reply #7 on: <10-21-11/1358:01> »
Let me say that I love SR3, but Bull made a great analogy even I got (I don't care for Star Wars) that SR3 is a light saber and SR4 is a blaster. SR3 is amazing, but you can cut yourself in half with it. SR4 is simple to use, but it's limited.

As much as I want rules and RP like that, and in general the idea of having to negotiate with spirits for services and treat magic like it isn't a type of gun (Matrix, too, but that's another discussion) it will never be anything other than an Optional Rule. Shadowrun has had this in the storyline forever, but mechanically it's too cumbersome or something and so ...

Whenever people talk about SR losing its way and the tone being watered-down or whatever, this is the kind of thing I think about. But ultimately, it's up to the group at the table. I can write John Constantine or any of a multitude of demon hunters, but if the rules don't require it then it will never be less than a self-imposed "burden" on the PCs. You cannot force someone to do something they don't want to do, especially in an RPG. I'd just like to see it as a RP coming from a style we refer to as collaborative storytelling, but I won't tell people how to play this game as much as I may want to do so.
« Last Edit: <10-21-11/1400:46> by James Meiers »

Zilfer

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« Reply #8 on: <10-21-11/1438:21> »
Collaborative is fun if your not the one making up most of the stuff, or hogging the glory. :D

I do it on a star wars site almost every other day Rping 4,000 years or so before the movies. XD Anyways!

Interesting take on how a spirit might react.
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Crimsondude

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« Reply #9 on: <10-21-11/1444:29> »
It's in the books. I'm just pointing it out.

Fizzygoo

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« Reply #10 on: <10-21-11/1952:52> »
Thanks everyone. A quick run down of the passes is what keeps me thinking it wasn't a role playing effort (he uses a Hindi-Indian accent when he's in character and didn't here). Pass 2 (last pass they can act, turns are 4 passes long), send spirit in to room that bad guy's in have it materialize use confusion (bad guys resists) bad guy escapes out window. Pass 3, spirit chases bad guy, bad guy keeps running. Pass 4, both running. Question asked.

Nope, never mind, you guys are totally right. I should have just said, "ask that in character" to the player and then responded appropriately. I let my annoyance get the best of me. Of course every player is going to want to know if their character's "tools" are right for the job but I only saw the player asking "Am I going to win" as if to just bypass the game. And because of that I missed out on a good role-play seed as it is one of his first bound spirits.

generally from what i have seen is the GM ''controls'' the spirit similar to an npc. so i would of treated it like he was asking the local resident npc street sam if he could of taken the guy. so base it on what the spirit itself thinks not the stat/skill comparison.

Alternatively that vague of a question to a spirit (especially a tree) is likely to just confuse it. maybe have a chat to him with the sort of things his spirits may or may not understand.

Yeah, definitely. I was far more into a "rules" state of mind than RP at that moment.

No, it wasn't a rules thing, it sounds more like RP. Spirits are intelligent beings, and they understand speech. A better phrase would have been "hey, spirit, are you capable of taking this guy down for me?" To which the answer would be anywhere from *rustle, rustle* to "Of COURSE, I can, I am a mighty spirit" (If high force) to "Perhaps" (for a weak spirit), etc.

Also, The GM controls the spirit unless the player specifically orders it to use a specific ability. I dunno if the player or the GM rolls for it, but i usually say the player does.

I love the *rustle, rustle* hehe. In combat I definitely have the players control their spirits (movement, dice rolls, which powers to use when) and just keep an eye on it to make sure they're keeping within the bounds of the service being used. It's "their" spirit so the benefit should go to them and if they're unsure what to have it do I'm happy to help and also happy to intervene when appropriate (rolled a glitch in the summoning, higher force than the summoner's magic, etc.)

Of course there is also the matter of spirit temperament.

I want to quote this because it's cool and it seems apt. Kieron Gillen on writing magic
Quote
The one magical rite that’s been in play is that of the magical promise. Loki makes Hel-Wolf swear something. Hel-Wolf swears it, but does so in a way which allows him to ignore the oath. We know about that kind of faustian deal, so that kind of oath is something we kinda know about. Even so, if you didn’t, the way we use it also introduces it as a concept. HERE IS A PROMISE/HERE IS WHAT I’VE ACTUALLY SWORN/HERE IS THE RESULT. After that scene, magical promises are in our box of magical tricks that work in our fictional universe. It’s not a magic solution which works on a single problem. It’s a general tool you can expect to see used again

I mention that because just asking could be a service if the GM was feeling particularly evil. Depending on how I was feeling and whether I could recall how the summoning test went, you can play with this a great deal. There isn't just the question of whether the spirit would be able to understand that, but how they would respond.

"Can I take him? Hm ... No. I do not have the power to 'take' this person anywhere." The GM can be a prick about how the spirit responds, and it depends on the situation. I would be inclined to mess with them if it was at the end of a slog of a fight and I was feeling punchy.

:D

With regards to the total hits, say a mage summons a force 4 Fire Elemental. His Summoning [6] + Magic [6] generates 7 hits, while the poor Elemental only gets two. That's five net hits, which grant five services, but you could also play the Elemental that it feels it's being bullied by the Mage's excessive skill dice pool, and takes the attitude of a rebellious servant.


I like this, but it could also go in the opposite direction. In your example, FastJack, the spirit may also end up admiring, respecting, become fearful of such a "powerful" mage who can so deftly summon, while if the summoner got 7 hits and the spirit got 6 then there's less respect, "meat bag got lucky and doesn't truly deserve my services." I'd prefer some other metric to judge the spirit's attitude and then use the "hit-gap" as why the spirit feels the way that it does. (I just realized I haven't had coffee today, dear gods). Maybe a flat out D6 roll on the summoning of any spirit, 1 = hostile, 2 = unfriendly, 3 = Ambivalent, 4 = friendly, 5 = helpful, 6 = I'm-your-new-puppy, summon me again. Though I loathe to add additional die rolls, but yeah. I like the "summoning taint" mentioned (I think in SR4A in the summoning section) where if a mage is a constant dick to his/her spirits then word gets around at the astral water cooler. So just keeping an Astral Street Cred/Notoriety rating for mages might help to do the trick (but to make another die roll from it, roll Astral Street Cred with a Threshold equal to Astral Notoriety, on a fail the spirit is not a happy camper).

Spirits (summoned in this case. Free spirits are a given) DO have their own agendas. At least, some do. That's the thing about spirits. Mana is both astral matter and energy, and the fluctuations in how they interact in a spirit has to be to some extent why sometimes you summon an extradimensional "person" who can either be cool or a dick, and sometimes it's an astral toaster where you press the button and it does what you tell it to do.

That said, in twenty years it's been uncommon for me to have seen that side of the spirit relationship where you have to be an astral litigator to exact your precise service. But you know that's why as far as I know and just to me that it's so apt that Charisma was the summoning drain and is the astral Strength stat.

All hail the Astral Toasters!

The best time to put on the astral litigator hat is when it will cause tension in the story. "I'm afraid I can't do that, Dave." And Dave starts to sweat 'cause he knows MCT's going to be busting through the door soon. But for every single service, or every summoning, no. GM != Dick, but Dick could be the GM. But dealing with characters summoning spirits is still relatively new for me. I can sit back and out of combat hit all the bases, the rolls, the RP for services, etc. But in combat I'm still overloaded from not having rules memorized, keeping track of what the bad guys are up to, remembering the mage has half the team invisible so I need to stop having the bad guys act as if they can see them, keeping things flowing, etc.

Again, thanks for all your input :)
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Crimsondude

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« Reply #11 on: <10-21-11/2017:09> »
Quote
I like this, but it could also go in the opposite direction. In your example, FastJack, the spirit may also end up admiring, respecting, become fearful of such a "powerful" mage who can so deftly summon, while if the summoner got 7 hits and the spirit got 6 then there's less respect, "meat bag got lucky and doesn't truly deserve my services."
What's wrong with that? :)

I could swear that was an option at some point. You know, that's the thing. There are a lot of spirits in SR who hate or treat humans like shit. However, there have to be some that fear, admire, respect, or envy them as well. After all, humans can earn karma. Spirits can't. A spirit with a positive relationship to metahumans can become a pimp-ass mofo on their home plane over time as their friends or whatever feed them.

That is one of the core principles of the Extraplanar Intelligence concept.


Quote
I like the "summoning taint" mentioned (I think in SR4A in the summoning section) where if a mage is a constant dick to his/her spirits then word gets around at the astral water cooler. So just keeping an Astral Street Cred/Notoriety rating for mages might help to do the trick (but to make another die roll from it, roll Astral Street Cred with a Threshold equal to Astral Notoriety, on a fail the spirit is not a happy camper).
Right. If mages abuse their spirits or make them act like suicide bombers (I've heard multiple instances of that) and getting them disrupted and generally treated like crap there is some potential RP hits the mage can take. Same with the old "if the shaman isn't according to the totem the totem can take away a point of magic" penalty in SR1-3. It's there, it's just kind of hidden or overlooked, or whatever. Plus, what sounds like a good idea here isn't something you want to do four hours into a combat-heavy game in the middle of a combat pass.

Fizzygoo

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« Reply #12 on: <10-23-11/2104:20> »
Quote
I like this, but it could also go in the opposite direction. In your example, FastJack, the spirit may also end up admiring, respecting, become fearful of such a "powerful" mage who can so deftly summon, while if the summoner got 7 hits and the spirit got 6 then there's less respect, "meat bag got lucky and doesn't truly deserve my services."
What's wrong with that? :)

Absolutely nothing :) Spirits should come in a wide variety flavors. My "but" was only a "but" to using summoning hit comparisons to decide what the spirits attitude was as it could be argued from either side of the die-gap (and also, just thinking about it now, the (attentive) player would then know after a few summons that if my net hits are low then the spirits going to act like X). :)
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Crimsondude

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« Reply #13 on: <10-23-11/2119:41> »
Ah, good point there.

If one was feeling especially free with their time they could roll 1D6 to establish the spirit's general mood, affected by the hits. Like Scatter.

kirk

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« Reply #14 on: <10-23-11/2124:02> »
Quote
I like this, but it could also go in the opposite direction. In your example, FastJack, the spirit may also end up admiring, respecting, become fearful of such a "powerful" mage who can so deftly summon, while if the summoner got 7 hits and the spirit got 6 then there's less respect, "meat bag got lucky and doesn't truly deserve my services."
What's wrong with that? :)

Absolutely nothing :) Spirits should come in a wide variety flavors. My "but" was only a "but" to using summoning hit comparisons to decide what the spirits attitude was as it could be argued from either side of the die-gap (and also, just thinking about it now, the (attentive) player would then know after a few summons that if my net hits are low then the spirits going to act like X). :)
So, it's a wide but?

 

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