Ok, brief introduction, I hope it won't be too boring...
I'm currently a player in a M:tA 1st edition campaign: from the beginning, our storyteller stated his intention of running a campaign where we would've been completely "in the dark" about everything. No player had read the manual, knew anything about the setting or about the rules, we weren't even allowed to choose our Path, our storyteller decided that for us. We're supposed to say what we want to do, and he'll take care of the rest, rolling all dices for us without us ever knowing the results (unless it's for necessary stuff, such as "you inflict 6 damage", so we can keep track). He more or less forbade us from reading the manual, so that we would more realistically roleplay our characters' discovery of things they didn't know before: this includes rules, though, not only stuff about the setting and fluff, but what to roll, when to roll, and so on.
At times, playing his campaign has been a blast. Some other times, though, I had the nagging feeling that he was using the "players in the dark" strategy to arbitrarily change things whenever he wanted; he specified that this is not because he's making "House rules", just because "you still haven't understood the *real* reason behind this apparent change in the rule" or "you haven't read the manual, and if you did you read it wrong, it's how I say it is, period." I would appreciate it much more if he was more sincere and just said something like "I looked at this spell and decided it's too overpowered for my tastes, so I'm going to change it". This I would accept without any problem, all storytellers can set their own house rules, but changing things your players - and characters - have come to rely on without any explanation, and then simply replying that "it's always been that way, it's you who don't understand the rule" is ...annoying to say the least.
An example.
A player, let's call him X, decided he wanted to use the spell "Manifold Presence" (Space 5) for his everyday needs. He wanted about 5 clones: one for studying ancient tomes, one for doing some physical training, one for adventuring with the group, one for mundane needs and work, one for guarding our sanctum. That spell's description says that the clones number one per success, and multitasking must be added to the spell (cost: 1 mana, regardless of the number of duplicates) to have them act separately and do different things. The fluff says that, with this spell, you can turn into "a one man mob" or "chop a winter's worth of firewood in an hour or so": so it sounded pretty clear cut.
Enter the storyteller, who looks almost scared: it doesn't work that way. The player has just "misread" the spell description. Here's how the spell "really" works: you can create a ton of clones, but you can only move 3 of them if they're doing extended actions, or 2 of them if they're doing instant actions: TOPS. All the other clones will just stay there, unmoving, like statues. Yeah, doesn't sound like much of a "veritable army", that. A quarrel ensues: storyteller acts almost offended - annoyed, passive aggressive tones - that we decided to double-check the manual instead of accepting his explanation as it is. That player is really furious because he feels like the storyteller is just trying to slip in an house rule without admitting it's an house rule, telling us it's RAW when it isn't. This and other similar happenings pushed him to leave, saying that he was tired of feeling he was "playing against the storyteller".
A couple months later the group's playing, and he tells player Y, who's kinda his favorite player: "well yeah, you could control at least 5 clones with that multitasking." Apparently forgetting that to player X he had said a totally different thing...
I'm now convinced that he's a very insecure person, that he read the manual a ton of time ago, sometimes he misread (english is not his first language, and it shows), sometimes he read correctly but just forgot, and pointing the real RAW to him will be understood as an insult and intolerable criticism.
But he did stir an interest in this setting in me: these days I decided I want to try my hand at Storytelling as well. I'm not new to being a game master, but it's the first time I'll try it with the storytelling system (I'll try the CofD rules). It's a lot of stuff to read and learn. So I'll ask my players to be patient, work with me until I familiarize with the rules (I actually perform better when those rules are practiced than when they remain a line of text on a page) and do my best: I can't wait!
So what am I doing here? Well:
1) I need to know now. What DOES the Manifold Presence spell do, in the 1st edition? Can it be used as player X wanted to? Is our 1st ed storyteller's interpretation the right one RAW?
2) How would you convert that spell in 2nd edition? (is there a thread of 1st edition spells convertions to 2nd edition? It could be useful until I really get into it)
3) Another thing our storyteller told us is that the same spell can't be used more than once, not even on different targets. So let's say I'm a Moros and want to cast "suppress others' life" (a Death 4 version of "suppress own life") on a person, then on another one: the first person would suddenly wake up. Let's say I'm a Thyrsus and want to cast "Ultimate Honing" on a person, then "Ultimate Honing" on another person: I can't. I must cast "Hone another's form" on the second person, otherwise the first ultimate honing will dissipate. Mind you, this is another thing he says it's RAW. I found nothing about this on the 1st ed manual, and nothing on the 2nd ed manual: the "no stacking of same effect on same target" rule seems the only things that vaguely resembles this "rule". So is this another of his "moments", or what?
Sorry for the excessive length of the post, hope you'll be able to give me some answers!
I'm currently a player in a M:tA 1st edition campaign: from the beginning, our storyteller stated his intention of running a campaign where we would've been completely "in the dark" about everything. No player had read the manual, knew anything about the setting or about the rules, we weren't even allowed to choose our Path, our storyteller decided that for us. We're supposed to say what we want to do, and he'll take care of the rest, rolling all dices for us without us ever knowing the results (unless it's for necessary stuff, such as "you inflict 6 damage", so we can keep track). He more or less forbade us from reading the manual, so that we would more realistically roleplay our characters' discovery of things they didn't know before: this includes rules, though, not only stuff about the setting and fluff, but what to roll, when to roll, and so on.
At times, playing his campaign has been a blast. Some other times, though, I had the nagging feeling that he was using the "players in the dark" strategy to arbitrarily change things whenever he wanted; he specified that this is not because he's making "House rules", just because "you still haven't understood the *real* reason behind this apparent change in the rule" or "you haven't read the manual, and if you did you read it wrong, it's how I say it is, period." I would appreciate it much more if he was more sincere and just said something like "I looked at this spell and decided it's too overpowered for my tastes, so I'm going to change it". This I would accept without any problem, all storytellers can set their own house rules, but changing things your players - and characters - have come to rely on without any explanation, and then simply replying that "it's always been that way, it's you who don't understand the rule" is ...annoying to say the least.
An example.
A player, let's call him X, decided he wanted to use the spell "Manifold Presence" (Space 5) for his everyday needs. He wanted about 5 clones: one for studying ancient tomes, one for doing some physical training, one for adventuring with the group, one for mundane needs and work, one for guarding our sanctum. That spell's description says that the clones number one per success, and multitasking must be added to the spell (cost: 1 mana, regardless of the number of duplicates) to have them act separately and do different things. The fluff says that, with this spell, you can turn into "a one man mob" or "chop a winter's worth of firewood in an hour or so": so it sounded pretty clear cut.
Enter the storyteller, who looks almost scared: it doesn't work that way. The player has just "misread" the spell description. Here's how the spell "really" works: you can create a ton of clones, but you can only move 3 of them if they're doing extended actions, or 2 of them if they're doing instant actions: TOPS. All the other clones will just stay there, unmoving, like statues. Yeah, doesn't sound like much of a "veritable army", that. A quarrel ensues: storyteller acts almost offended - annoyed, passive aggressive tones - that we decided to double-check the manual instead of accepting his explanation as it is. That player is really furious because he feels like the storyteller is just trying to slip in an house rule without admitting it's an house rule, telling us it's RAW when it isn't. This and other similar happenings pushed him to leave, saying that he was tired of feeling he was "playing against the storyteller".
A couple months later the group's playing, and he tells player Y, who's kinda his favorite player: "well yeah, you could control at least 5 clones with that multitasking." Apparently forgetting that to player X he had said a totally different thing...
I'm now convinced that he's a very insecure person, that he read the manual a ton of time ago, sometimes he misread (english is not his first language, and it shows), sometimes he read correctly but just forgot, and pointing the real RAW to him will be understood as an insult and intolerable criticism.
But he did stir an interest in this setting in me: these days I decided I want to try my hand at Storytelling as well. I'm not new to being a game master, but it's the first time I'll try it with the storytelling system (I'll try the CofD rules). It's a lot of stuff to read and learn. So I'll ask my players to be patient, work with me until I familiarize with the rules (I actually perform better when those rules are practiced than when they remain a line of text on a page) and do my best: I can't wait!
So what am I doing here? Well:
1) I need to know now. What DOES the Manifold Presence spell do, in the 1st edition? Can it be used as player X wanted to? Is our 1st ed storyteller's interpretation the right one RAW?
2) How would you convert that spell in 2nd edition? (is there a thread of 1st edition spells convertions to 2nd edition? It could be useful until I really get into it)
3) Another thing our storyteller told us is that the same spell can't be used more than once, not even on different targets. So let's say I'm a Moros and want to cast "suppress others' life" (a Death 4 version of "suppress own life") on a person, then on another one: the first person would suddenly wake up. Let's say I'm a Thyrsus and want to cast "Ultimate Honing" on a person, then "Ultimate Honing" on another person: I can't. I must cast "Hone another's form" on the second person, otherwise the first ultimate honing will dissipate. Mind you, this is another thing he says it's RAW. I found nothing about this on the 1st ed manual, and nothing on the 2nd ed manual: the "no stacking of same effect on same target" rule seems the only things that vaguely resembles this "rule". So is this another of his "moments", or what?
Sorry for the excessive length of the post, hope you'll be able to give me some answers!
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