There are times when you want to unmask the evil vizier as an evil sorcerer. It saves a lot of time if the revelation that he's bad and the revelation that he's a sorcerer don't need separate sets of evidence.Omegonthesane wrote:Frank - Do you have a more detailed explanation of why having an "always evil to the point of being KoS" power set is a net benefit to a kitchen sink setting? I'm not seeing the benefit of "They use Goudamancy, which requires the committing of atrocities!" as opposed to "They us Goudamancy, and they also commit atrocities with it!"
It's structurally useful if you can find a single set of evidence of sorcery that is evil. Lets you spend a lot more narrative time on other shit.
Now the flipside of this is that whatever you make the KoS evil magic, the PCs can't have it. So in Shadowrun the toxic shamans are KOS bad, and the players can't be one. But SR also has bug shamans and blood mages, and that's more flavors of evil than you need and also limiting player options to achieve narrative ends that the other two flavors of evil mages provide. You could open up any two of Toxics, Insect Shamans, and Blood Mages to player use and you'd still have the narrative option of "He's an X, kill him!"
-Username17