I pondered one recurring request for magic that came up fairly regularly, and that was for spells that players and gamemasters can generate on their own. So if the system works, what needs to change? This was one of the first things I thought about when the very first gears of SR6 were turning. ![]() Want to throw a big fireball into a corp boardroom? You can do that, but be ready to have some cart away your unconscious body afterward. I think it does what it is supposed to do admirably, in that it gives spellcasters the chance to do big things, do small things, and think about what it’s going to cost them. Revising the magic system presents one significant obstacle from the get-go: I really like Shadowrun’s magic system (speaking specifically about spellcasting right now). To build up to that, we’re going to spend the next few weeks talking about different aspects of the that book, including combat, Matrix, and the ever-present challenge of presenting the deep, enthralling world of Shadowrun to new users and experts alike. Gen Con, as people insist on reminding me, is four weeks away, and that’s where the Shadowrun, Sixth World core rulebook will first be released into the wild. ![]() ![]() From Jason Hardy, Shadowrun Line Developer:
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