Guardian Spirits aren't the same as performing rituals for appeasement points -- Shaman in core Classic performed rituals for appeasement points, but they were unplayably bad, because they had no ability to bank appeasement points and the only way to gain more than 1 appeasement at a time was to either perform a lengthy ritual and cast the very moment the ritual ended, or disfigure yourself. So anything costing more than 1 appeasement was off-limits without ritual casting (or maiming, which isn't a sustainable strategy).
Guardian Spirit comes along in the Ghost Dancers book, and it offers an ability to bank Appeasement by saying: this is the spirit you are appeasing. This is what their personality and role are like. This is the type of Medicine (there were six spell schools for shamanism in Ghost Dancers) they're best at granting you, and you get some of it for free and your banked Appeasement spent on it costs double, because that's what the spirit is about. Here are special powers that you can spend Fate Chips on, and the White and Red abilities are unique to your particular guardian and how they see the world and how they act on the world -- they make you better at doing what that spirit likes. Here's the oath your guardian spirit wants you to adhere to, it's much more narrowly applicable than "be a good person as defined by the Bible", and you have many to choose from, so it's more flavorful and less straitjacketing. The generic became defined, and you had a relationship with this entity that granted you powers, it had mechanical weight, it helped you define your character and what they do.
I'm all for being able to reskin things -- the group I am running now has a "Shaman" who doesn't truck with spirits but actually has contracts with the Fair Folk, I think that's great, I like that there's enough give in the rules that I can do that. But Spirit Touched just is too generic. It's just "a way to get extra power points", there's no definition of your patron, it doesn't give you power because you do what it likes. It can be shamanism, or a miracle, or magic, and it's identical either way save the backlash for a 1 if it's magic. There's no feel that you have this relationship that colors how you see the world.
And the problem with trying to bring them back is, they're a whole package. You need like 5 pages minimum detailing "this is the outlook of Snake and Snake's place in the world, this is what Snake is good at, this is what Snake makes you good at, this is what Snake wants you to do (repeat everything someone says as a question?), this is the outlook of Spider and Spider's place in the world, etc etc." If every Arcane Background gets that level of treatment, then that's 40 pages of the book devoted to Arcane Backgrounds before we get to the list of powers. That's no good.
I mean, if page count and focus were no issue, I'd definitely go with guardian spirits. They'd have a lot of Fate Chip abilities that altered how you interacted with your spells, like the equivalent of metamagic feats, or they'd grant abilities that supplement or are supplemented by spellcasting. But I don't think it's feasible because they take too much space and effort.
So that's why I pitched some kind of "you are about the land and connection with the land, you can make a connection with an area, and you empower it and it empowers you" kind of thing. Or maybe it really is about ritual casting, and shaman have the ability to cast normally, but they can also ritual-cast taking much more time and effort to get a much better (longer-lasting, extended, cheaper, etc.) effect.
Guardian Spirit comes along in the Ghost Dancers book, and it offers an ability to bank Appeasement by saying: this is the spirit you are appeasing. This is what their personality and role are like. This is the type of Medicine (there were six spell schools for shamanism in Ghost Dancers) they're best at granting you, and you get some of it for free and your banked Appeasement spent on it costs double, because that's what the spirit is about. Here are special powers that you can spend Fate Chips on, and the White and Red abilities are unique to your particular guardian and how they see the world and how they act on the world -- they make you better at doing what that spirit likes. Here's the oath your guardian spirit wants you to adhere to, it's much more narrowly applicable than "be a good person as defined by the Bible", and you have many to choose from, so it's more flavorful and less straitjacketing. The generic became defined, and you had a relationship with this entity that granted you powers, it had mechanical weight, it helped you define your character and what they do.
I'm all for being able to reskin things -- the group I am running now has a "Shaman" who doesn't truck with spirits but actually has contracts with the Fair Folk, I think that's great, I like that there's enough give in the rules that I can do that. But Spirit Touched just is too generic. It's just "a way to get extra power points", there's no definition of your patron, it doesn't give you power because you do what it likes. It can be shamanism, or a miracle, or magic, and it's identical either way save the backlash for a 1 if it's magic. There's no feel that you have this relationship that colors how you see the world.
And the problem with trying to bring them back is, they're a whole package. You need like 5 pages minimum detailing "this is the outlook of Snake and Snake's place in the world, this is what Snake is good at, this is what Snake makes you good at, this is what Snake wants you to do (repeat everything someone says as a question?), this is the outlook of Spider and Spider's place in the world, etc etc." If every Arcane Background gets that level of treatment, then that's 40 pages of the book devoted to Arcane Backgrounds before we get to the list of powers. That's no good.
I mean, if page count and focus were no issue, I'd definitely go with guardian spirits. They'd have a lot of Fate Chip abilities that altered how you interacted with your spells, like the equivalent of metamagic feats, or they'd grant abilities that supplement or are supplemented by spellcasting. But I don't think it's feasible because they take too much space and effort.
So that's why I pitched some kind of "you are about the land and connection with the land, you can make a connection with an area, and you empower it and it empowers you" kind of thing. Or maybe it really is about ritual casting, and shaman have the ability to cast normally, but they can also ritual-cast taking much more time and effort to get a much better (longer-lasting, extended, cheaper, etc.) effect.
Comment