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RE: [WW] Magic in the Trenches



I totally agree. Too much magic would really weaken
the setting. The Lovecraft feel would be dead on the
money.

Mark
Otherwise, my character's name will be Private
Fireball.

--- Mario Lee Bansen III <LeeBansen@deadlands.com>
wrote:
> I have tried to stay quiet about this whole 'Magic'
> thing...but I cannot any
> longer. My personal feeling (which does not in any
> way reflect how Pinnacle
> feels about this subject) about this is that I think
> Magic in Weird Wars,
> especially Weird War II must be kept to a minimum.
> Weird Wars is a
> Historical Horror RPG, not D&D. Now I am not saying
> that there shouldn't be
> some, but I think that when you see the finished
> book, you will understand
> me, and my point better.
> 
> Lee
> 
> Mario Lee Bansen III		Pinnacle Entertainment Group,
> Inc.
> Vice President		      PO Box 10908
> leebansen@deadlands.com	      Blacksburg, VA
> 24062-0908
> ICQ#99630029			T (540) 381-8480
> www.peginc.com                F (540) 381-7797
> 
> > -----Original Message-----
> > From: owner-weirdwars@gamerz.net
> [mailto:owner-weirdwars@gamerz.net]On
> > Behalf Of Rickel, Jim
> > Sent: Monday, June 11, 2001 8:22 PM
> > To: 'weirdwars@gamerz.net'
> > Subject: RE: [WW] Magic in the Trenches
> >
> >
> > I totally agree here.  To much magic spoils the
> soup.  Too often
> > I have seen
> > Deadlands turn into "Keep on the Borderland" with
> too much arcane in the
> > players hands.
> >
> > As anyone mentioned any MK Ultra super soilder
> type stuff.  That
> > would be an
> > interesting twist.  American super troopers that
> have gone the
> > way of Kurtz
> > in heart of darkness. Zie Horror Zie Horror.
> >
> > -----Original Message-----
> > From: nvdoyle [mailto:nvdoyle@home.com]
> > Sent: Monday, June 11, 2001 3:14 PM
> > To: weirdwars@gamerz.net
> > Subject: 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...
> >
> > The idea that comes to mind for spellcasters,
> beyond the obvious
> > OSI stuff,
> > are the Navajo code talkers. Okay, a soldier has
> this particular
> > skill - how
> > can we put it to military use?
> >
> > Another movie, 'Merrill's Marauders', jungle
> fighting in the CBI
> > (China-Burma-India) theatre. Good, shows some of
> just how -tough-
> > that area
> > was.
> >
> > Books: Anything by Cornelius Ryan - 'The Longest
> Day' (Overlord) and 'The
> > Last Battle' (Berlin) are particularly good. Well,
> 'The Last Battle' is
> > depressing and horrifying, but it's still
> excellent history.
> >
> > Noah
> >
> >
> >
> > To unsubscribe, send a message to
> esquire@gamerz.net with
> > 	unsubscribe weirdwars
> > as the BODY of the message.  The SUBJECT is
> ignored.
> >
> >
> > To unsubscribe, send a message to
> esquire@gamerz.net with
> > 	unsubscribe weirdwars
> > as the BODY of the message.  The SUBJECT is
> ignored.
> >
> >
> 
> 
> To unsubscribe, send a message to esquire@gamerz.net
> with
> 	unsubscribe weirdwars
> as the BODY of the message.  The SUBJECT is ignored.
> 


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