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Re: [WW] Magic in the Trenches



> > I don't know about anybody else, but personally, I'd rather -not- have
> > spellcasters be very common at all. Too much of it draws away from the
> > 'War', and too much into 'Weird'. To put it succinctly, if I wanted to 
>play
> > Shadowrun 1944, I would be. Now - this doesn't mean that they 
>-shouldn't- be
> > out there, but each one should be rare, memorable and exciting - or
> > terrifying, as the case may be...
>
>I second this motion. I'd personally prefer it if spellcasters in the
>rules were more akin to sorcerors in Cthulhu. Sure you can summon that
>demon, but it'll cost you a lot.

I agree. I would like to see some cabalistic, ritualistic takes 8 hours on 
the new moon type of stuff. Some small time spell slinging, but no magic 
missles or flashy magic.

If I _HAD_ to use a D&D based system I would go with the stuff Sword and 
Sorcery Studios put out for Scarred Lands and go with their Ritualistic 
magic rules, converted slightly. They have some good stuff.

Thoses are the rules for making Lichs and stuff like that, very powerful 
very dangerous stuff, but you could easily tone it down for smaller effects.



Oh, and Shadowrun 1944 sounds like a lot
>of fun. ]:)

Yeah, it does. Orc shock troops, and Elven GeStaPo agents. But I digress.


And I also remember a book called "A Gnomewrench in the Dwarfworks". Its 
about Dwarves helping out the war efort in WW2. The thing is, humans do not 
know Dwarves and Gnomes and stuff exist, so they have to hide and help out 
in descret ways (since the war theatened them as well). Kind of campy, but a 
fun read. And gnomes are evil little b+stards who _do_not_ like humans.


Jimmy the Barrel
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