This thread may be almost a year old, but by god I'd rather be a necromancer than a cloner.
A little while back
in the D&D Megathread I raised a topic (in a meandering sort of way) that had been bugging me for a while. Namely, the fact that Wizards (and similar character types like Sorcerers) do not actually have a role of any kind.
Fighters fight! They deal damage on the frontline, and take damage so you don't have to.
Rogues go rogue! They do all the fiddly things like traps and lockpicking and stealthy scouting.
Clerics... cler. They heal people, bless them and buff them. Team support.
You've got all the in-betweens, like the Rangers (sort-of-Fighters-but-sort-of-Rogues) or the Paladins (sort-of-Clerics-sort-of-Fighters) and so on, but the point is that for all their possible differentiation these Classes have been built with very clear roles in mind. The Wizard, on the other hand, just does "magic" – which can mean anything from support to dps to utility to control to whatever. It's magic! So Wizards don't
do anything, because they
do everything. Or rather, they do one thing which does everything.
Now I'm going to continue my streak of walking into threads and talking shit about the design principle of games I played once, more than half a decade ago. Namely, I believe Shadowrun has the same problem. I know, a game that deliberately modelled great bleeding chunks of its aesthetic on D&D retains one of the fundamental problems of D&D, what a shocker, Revlid they should pay you for this – but it's different this time, because I actually
have a solution. Of sorts.
Mages! Everyone hates Mages. By which I mean that everyone loves Mages, but often these Mages are on the opposite side of a conflict, and this makes us sad. "Gank the Mage" being high on the list of top tips for any aspiring runner. But what is it that Mages actually
do?
Well, stop me if this sounds familiar, but Mages can do quite a lot. They can safely acquire information, by using scrying, or invisible spirit scouts, or telepathy, empathy, psychometry, tracking spells and so on. They can monitor an area or set up formidable fixed defences using wards and spirit guards. They can produce expendable, guilt-free mooks which nevertheless require their personal attention, in the form of spirits. They can get other people to do what they want, using tools ranging from mind control to charm spells to empathy-enhanced persuasion. They can get into places unseen by using invisibility, illusions, shapeshifting and so on. They can dish out a lot of hurt with elemental blasts and other damage-dealing effects.
Face, Infiltrator, Investigator, Artillery, Guard, and more. Just about the only thing a Mage isn't typically expected to do is tank, and it's not like they
can't do that if they're so inclined.
Perhaps this isn't a problem! After all, most Mages don't fill all of those roles, or at least, not all of them at once. Most of the time, at least. And it's not like Shadowrun characters are forced into strict niches anyway. Besides, who else can fill this role in the setting? Who else can cull information on a target or scout out a fortress from miles away? Who else can see through their foes' eyes, or command packs of unfeeling, inhuman servants, or ensure that his group's deeds go unseen and unremarked upon? Who else engages in occulted duels between their peers with deadly consequences, invisible to the naked eye? Who else can peer into a strange and incomprehensible realm that contains clues to things happening in the "real world"? Who else-
Oh, wait, I'm literally describing hackers.
So to finally roll this post around to What I'd Do: just fuse Cyberspace and the Astral. I mean, one of these is a strange and often-unnerving amalgam of leftover sentiments and accumulated thoughts that have taken on a life of their own, which requires specialised knowledge to really understand and influence, though dabblers throw themselves into it with all the caution of Julia Childs cooking meth. The other… isn't the internet.
The inception of the Sixth World brought the Astral Plane, once aloof and ethereal, crashing into the Material World. The (sometimes literal) fallout made reality of myths and legends, and mystics discovered that the programming language of their occult beliefs finally had a medium it could run on. The internet, which had swallowed and parasitised the human collective consciousness, became hopelessly entangled with that which was called the Dreamtime – literal daemons running rampant and deus ex machine emerging from the digital depths.
Cyberspace is a network of oil rigs above the deep, divine and
dangerous ocean of the Astral.
There are purists, sure. Fanatical materialists who scrub their drives after every hack, lest the code start getting ideas. Devoted spiritualists who regard a smartphone as a degrading, false gateway to the realm of the soul. But there are also those who just see them as different tools, or even fuse them into new mystical practices.
An arcane eye or a spy camera? An illicit face-rec camera sweep or a scrying pool? A flock of angry gun-drones or a swarm of acid-spitting elementals? A hacked cyberarm or a cursed limb? An invisibility spell or baffled cameras and cybereyes? All the same tech, just a different approach and focus. You can use this to further play up the whole divide between tech and spirit, if you like (street samurai become cyberzombies, adepts become pseudo-spirits?), or completely collapse it in favour of literally making spirits into nasty, smart emergent programs that a hacker can harness, incapable of hurting someone without cybernetic bits unless you slot them into a drone or stab a dataspike USB into a stray dog's skull so they can start using that gray matter to run flesh-reshaping programs powered by the Astral.
Even narratively, the fantasy Mage and the sci-fi Decker fill much the same niche. There's a problem, so we have the weird dude with the stuff wiggle his fingers and say some strange words and then the problem is fixed. Sometimes he cannot fix these problems, and we do not really understand why. In a setting that merges fantasy and cyberpunk ideas (the head of the big corrupt megacorp, who devastates communities, greedily accumulates wealth and thinks he's utterly untouchable is
literally a dragon), what makes
more sense than merging hackers and wizards?
What's that, you say? A solution that starts off with "first, rewrite a massive part of the setting and its rules" isn't a great solution to a problem that doesn't seem to bother many people?
Well, I never said I was perfect, just amazing.