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  #1  
Old 06-02-2003, 01:00 AM
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[RPG]: Sorcerer, reviewed by Jeffrey Straszheim (5/5)

http://www.rpg.net/reviews/archive/9/9377.phtml

Jeffrey Straszheim's Summary:

A sorcerer is arrogant. He bargains away his very humanity,
transgresses the most fundamental laws, and for what? Wealth? Fame?
Power? Even for Love? Can he control what he has unleashed? Can he
be redeemed?

Go to the full review for more information.
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  #2  
Old 06-02-2003, 01:49 PM
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"Ohana means family"

Post originally by Joe Murphy at 2003-06-02 12:49:08
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Jesus, dude, don't make me cry. *sniffle*

Excellent review. Flavorful, spirited and detailed.

Joe.
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  #3  
Old 06-02-2003, 02:45 PM
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sorcery to science

Post originally by bloke at 2003-06-02 13:45:23
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i like the idea of Sorcerer; i have been wondering how you could translate the principles over to a different genre. perhaps instead of sorcerers we have mad scientists who build time machines, dimensional portals etc; my question is therefore how do you translate the supernatural element and the magical stuff over to this genre (ie how to do 'Mad Scientist' without copying the collegium from deadlnds). no bargaining with demons (perhaps aliens?) for instance.
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  #4  
Old 06-02-2003, 02:52 PM
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RE: sorcery to science

Post originally by Ron Edwards at 2003-06-02 13:52:50
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Hi there bloke,

There are a number of ways to do this.

The first is the easiest and has shown up in lots of games - just use mechanical special effects. This is how you get the sentient fighter-plane things in Gundam Wing, or computers like Hal 9000.

The second is trickier ... going a bit more abstract with the rules and being willing to tweak details like what "Stamina" represents for a demon. In this case, machines or cybertech might not even have conscious minds or agendas, just Humanity effects.

The mini-supplement "Electric Ghosts" is about midway between these options and offers a very complete take on one brand of SF Sorcerer.

Best,
Ron
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  #5  
Old 06-02-2003, 02:54 PM
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RE: "Ohana means family"

Post originally by Ron Edwards at 2003-06-02 13:54:08
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Thanks for the kind words, Jeffrey.

Did I mention that I am now gazing at a spiffy golden copy of Sex & Sorcery next to my keyboard? It's nifty.

Best,
Ron
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  #6  
Old 06-02-2003, 02:58 PM
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RE: sorcery to science

Post originally by Jesse at 2003-06-02 13:58:26
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Actually, mechanically you don't have to change a damn thing. That's the beauty of Sorcerer. All you have to do is define the "visual effect."

So the basic process for getting a demon is Contacting, Summoning and Binding. Now, you want a story about mad scientists. Okay, no problem. Contacting is fishing for that spark of inspiration. Summoning becomes the actual work of building and constructing your device. Finally, Binding is that first experimental trial run of your new invention. If you want, just restrict all demon types to Objects. Charnel Gods does this with its Fell Weapons.

Otherwise the mechanics are 100% the same. The most important question to ask yourself is, what does Humanity represent in this setting? My guess would be something like recognizing the limits of technology and their role as tools for human civilization rather than means and ends into themselves. But that's just me.

Jesse
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  #7  
Old 06-02-2003, 03:03 PM
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More like an Ad

Post originally by Declan at 2003-06-02 14:03:48
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Geez, this sounds like an ad rather than a review. I concede that it was well written and covered a lot of ground, but let's be a bit more open to reporting on problems and dislikes. No game is flawless.
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  #8  
Old 06-02-2003, 03:27 PM
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More like an Ad

Post originally by Ralph Mazza at 2003-06-02 14:27:35
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I could have done without the finest RPG ever opener...its not particularly useful and only really serves to make skeptics understandably suspicious. If it had to be said, it should have been said at the close.

That said. This is the only Sorcerer review I've read that really truly gets the purpose of the game and what its about. The Demon Tales section is probably the finest summary of the type of play Sorcerer engenders and why there is no provided setting that I've read.

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  #9  
Old 06-02-2003, 03:46 PM
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RE: More like an Ad

Post originally by Bankuei at 2003-06-02 14:46:39
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Right, regardless, I still think this is the first review that accurates paints what Sorcerer is about and how it plays.

For folks looking for flaws in it, I will say that it is not an easy game for folks to run who only really understand preplanned plots or flowchart type adventures. To play Sorcerer right, you have to be willing to let the players do whatever they will with their characters, without railroading. Everyone who tries otherwise, just ends up shrugging their shoulders and going, "I don't see what's so special".

Once you get that, it makes for some really interesting and fun play.

Chris
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  #10  
Old 06-02-2003, 04:42 PM
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RE: More like an Ad

Post originally by Mant at 2003-06-02 15:42:42
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Yeah, given the sometime evangelical way people get about it elsewhere going "this is the greatest evar" doesn't help too much.

Also, in a fairly recent thread there were som discussions about some of its flaws, and Ron was quite (refreshingly) open about things he had learned since then.

Certainly its attitude to other games sometimes seems to put people off.

That said as someone conisdering a purchase is was a pretty good review in general.

Mant
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