Re: Greg Stafford on Fetches and Commentary

From: Thom Baguley <t.s.baguley_at_...>
Date: Wed, 13 Dec 2000 15:31:28 +0000


> From: Graham Robinson <gjr_at_...>
>The problem is that animists have little access to magic except that they
>get during play. Theists can spend the hero points and bring their
>affinities up to a par with their mundane skills, the shaman has to find
>suitable spirits. If they're to keep up they need regular opportunities to
>find the spirits they want. Constant forays to the otherside are often not
>relevant to the plot, and I don't have time during my games to do this
>regularly, even if only a few minutes long. Instead, I let the shaman
>capture the spirits that are in the game for good plot reasons - the three
>ghosts in Rainbow Mounds, for example.

I think ghosts are fair game as they are embodied by being bound to a place or object. If they could escape to the spirit plane they'd be long gone. The resistance might be high for ghosts tied by powerful magic.

Thom

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