One Problem Statement: Too much magic is bad for our game.
Jan 1, 2014 18:49:20 GMT -8
Thornstar and Ross like this
Post by Kevin K on Jan 1, 2014 18:49:20 GMT -8
What's The Big Problem?
In Rhetoric, Aristotle suggests that:
We've talked about some problems of power levels, and I keep hearing the question being, "Why is this a bad thing? I'm having a lot of fun!" So let's SET ASIDE THE SOLUTION (like resets, retirements, etc) and focus on defining the problems we're trying to solve.
(Also, since brevity is a sign of wisdom -- if you hate reading walls of text just read the stuff in big letters.)
I think there are a few potential problems to be considered, let's start with this statement:
Non-magical character concepts are devalued by the current level of magic in our game.
Clarifications:
"Level" refers to both strength (kinds of paths & rituals) and breadth (number of characters with access)..
This statement leads only to reduction in magic strength and availability, not its elimination. Please avoid scarecrow arguments around settings with no magic at all.
Assumptions:
First Assumption: Magic provides access to effects or information that have major benefits above and beyond regular disciplines.
A1 Example 1: After technology, Dominate, Auspex, and Animalism have exhausted all possible witnesses, spirits of the umbra, ghosts, and the spirits of the materials themselves are still available for interrogation.
A1 Example 2: The level 3 Framing ritual (anarch cookbook) is a perfect mask at 5 successes on an appearance+subterfuge diff 8 roll, ignoring all powers of Auspex, technology, and affecting every observer.
A1 Example 3: Path of Blood 3's ability to raise generation allows the user to protect themselves from Dominate entirely while under its effects.
Second Assumption: Many magic effects can only be countered by other magic (if at all), making magic the best tool in most plans.
A2 Example 1 : If I travel the city by foot or car, influences, static tests and certain discipline usages can track me. If I walk into the shadowlands, abyss, or any other magic means of travel, only magic will be helpful.
A2 Example 2: If I wish to attack someone in their haven, I must assault each security system to gain entrance. Or I cast a ritual and walk incorporeally through everything. Or enter their haven from the shadowlands. The only prevention for this is another ritual.
Third Assumption: The outcome of most of 'major situations' is improved for magic-wielders.
A3 Example 1: Brujah with potence and celerity is scary. Brujah with potence, celerity, and burning blade is scarier still.
A3 Example 2: Having Fortitude while fighting above Brujah is helpful. Having Iron Body (soaking most aggravated damage with stamina) while fighting above Brujah is more helpful still, as it can be at levels 6+.
A3 Example 3: Wielding influences with Dominate and Presence is great. Unless you are opposed by the Bureaucratic Condemnation (or other paperwork rituals), which may only be countered by magic.
Assumptions related to game state / magic accessibility:
I felt these were more straightforward, so I've simply listed them:
Assumption 4: Many more characters than before have magic paths on their sheets.
Assumption 5: The number of paths and rituals available is larger than before.
Assumption 6: Magic is also more available to out-of-clan members, and clans which did not have magic access previously.
Rebuttals
The most successful rebuttals will refute an assumption, or add a new assumption I've missed and refute that.
Additional problems (ex: some magic powers currently available should not be available at all, we have too many unique character types, etc.) should be in their own thread.
If you'd like to support this with additional examples, just mark the assumption you feel they support, or name and number a new one.
In Rhetoric, Aristotle suggests that:
If you wish to persuade someone to do any thing, you must first persuade them that there is a problem to be solved or an improvement to be made.
We've talked about some problems of power levels, and I keep hearing the question being, "Why is this a bad thing? I'm having a lot of fun!" So let's SET ASIDE THE SOLUTION (like resets, retirements, etc) and focus on defining the problems we're trying to solve.
(Also, since brevity is a sign of wisdom -- if you hate reading walls of text just read the stuff in big letters.)
I think there are a few potential problems to be considered, let's start with this statement:
Non-magical character concepts are devalued by the current level of magic in our game.
Clarifications:
"Level" refers to both strength (kinds of paths & rituals) and breadth (number of characters with access)..
This statement leads only to reduction in magic strength and availability, not its elimination. Please avoid scarecrow arguments around settings with no magic at all.
Assumptions:
First Assumption: Magic provides access to effects or information that have major benefits above and beyond regular disciplines.
A1 Example 1: After technology, Dominate, Auspex, and Animalism have exhausted all possible witnesses, spirits of the umbra, ghosts, and the spirits of the materials themselves are still available for interrogation.
A1 Example 2: The level 3 Framing ritual (anarch cookbook) is a perfect mask at 5 successes on an appearance+subterfuge diff 8 roll, ignoring all powers of Auspex, technology, and affecting every observer.
A1 Example 3: Path of Blood 3's ability to raise generation allows the user to protect themselves from Dominate entirely while under its effects.
Second Assumption: Many magic effects can only be countered by other magic (if at all), making magic the best tool in most plans.
A2 Example 1 : If I travel the city by foot or car, influences, static tests and certain discipline usages can track me. If I walk into the shadowlands, abyss, or any other magic means of travel, only magic will be helpful.
A2 Example 2: If I wish to attack someone in their haven, I must assault each security system to gain entrance. Or I cast a ritual and walk incorporeally through everything. Or enter their haven from the shadowlands. The only prevention for this is another ritual.
Third Assumption: The outcome of most of 'major situations' is improved for magic-wielders.
A3 Example 1: Brujah with potence and celerity is scary. Brujah with potence, celerity, and burning blade is scarier still.
A3 Example 2: Having Fortitude while fighting above Brujah is helpful. Having Iron Body (soaking most aggravated damage with stamina) while fighting above Brujah is more helpful still, as it can be at levels 6+.
A3 Example 3: Wielding influences with Dominate and Presence is great. Unless you are opposed by the Bureaucratic Condemnation (or other paperwork rituals), which may only be countered by magic.
Assumptions related to game state / magic accessibility:
I felt these were more straightforward, so I've simply listed them:
Assumption 4: Many more characters than before have magic paths on their sheets.
Assumption 5: The number of paths and rituals available is larger than before.
Assumption 6: Magic is also more available to out-of-clan members, and clans which did not have magic access previously.
Rebuttals
The most successful rebuttals will refute an assumption, or add a new assumption I've missed and refute that.
Additional problems (ex: some magic powers currently available should not be available at all, we have too many unique character types, etc.) should be in their own thread.
If you'd like to support this with additional examples, just mark the assumption you feel they support, or name and number a new one.