Re: Greg Stafford on Fetches and Commentary

From: Tim Ellis <tim_at_...>
Date: Tue, 12 Dec 2000 23:51:51 -0000

>
> Another point is that it can be difficult to allow shaman characters
> to gather powerful spirits if they aren't allowed to bind those they
> defeat in the mundane world.

This may or may not be an advantage, depending on your point of view ;) It is also necessary to make sure you don't go the other way and let the Shaman get a "double whammy" of defeating the opponent *and* getting to capture it every time....

> When you have five players they aren't going to take kindly to one
> of their number constantly having to roleplay situations
> where they aren't involved.

This can be equally true of the fighter, the Healer, the Lawspeaker or the merchant, depending on your players and the nature of your campaign... I guess you could try to find a way to get the others involved , to play out the Spirit world part in a seperate one-to one session, or to run it as a simple rather than extended contest

> Remember, the shaman can only buy might 12 spirits between sessions.

...or change that rule, or allow them to be improved...
>
> As a compromise we've been playing with "a defeated spirit in the
> mundane world can be bound into a fetish if the shaman's bind wins
> a simple contest against the spirit's might". Given the discussion
> here, I might rule that it's against the spirit's shamanic escape,
> but that is normally equal to the spirit's might.

Good rule, I think. I would make it "Spirits Escape" if only to allow the GM to make spirits that are hard to capture without being impossible to defeat, if required (or if the Shaman is having real difficulties, a spirit that can be easily captured to give him a chance....)
>
> As for capturing a person's spirit, I would think they would need to
> be (a) an animist and (b) dead.
>

Maybe you need to integrate a spirit with a talent for this sort of thing - a Whipporwill Spirit, if I remember my HP Lovecraft for instance....

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