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Mage the Ascension Question
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<blockquote data-quote="eyebeams" data-source="post: 2069593" data-attributes="member: 9225"><p>I've run Mage continuously for many (8 or 9?) years. I've also freelanced for the line for five years.</p><p></p><p>Mage is actually pretty easy to run and play, as long as you aren't a gamer, or are willing to unlearn being a gamer for the sake of playing it. I've introduced about a dozen people to the game over the years (probably more, actually), and in ever instance, experienced gamers were at a disadvantage compared to folks who had never laid eyes on an RPG before. Here's why:</p><p></p><p>1) Mage works when players apply self-discipline. Gamers demand discipline from the GM.</p><p></p><p>2) Mage works when players collaborate on ideas for what characters might do. Gamers consider characters to be their inviolable playing pieces.</p><p></p><p>3) Mage's magic is strategic. Gamers are used to tactics.</p><p></p><p>New players get this stuff right away. They intuitively understand that a good game requires some self-imposed limits based on the character's temperament and magical style. They want to help each other do cool things. They understand magic in terms of story-logic, rather than as a tool or weapon. Only diehard gamers easily forget this stuff.</p><p></p><p>Yeah, I know you folks probably don't like hearing that. Meh; I call it as I see it.</p><p></p><p>To be more specific:</p><p></p><p>1) Paradigms are easy for non-gamwers to understand. They just think of it as the story of why and how the character does magic and they run with it and add detail when required. gamers try to build an unassailable fortress of belief that gives them the most power while heading off any and all inconsistencies.</p><p></p><p>2) It's best that the play group work together to come up with ideas for spells, from using foci to what to actually do. People eventually develop their own way of doing things, but in the beginning, you work it out with friends. Gamers consider themselves to own their character to an extent where they will not ask for help or take proffered advice.</p><p></p><p>3) Mage's magic system is scaled to reward length rituals to the extent that fire and forget magic is weak, but rituals and spectacularly destroy enemies, unravel plots and so on. PCs can do this, but NPCs can also instantly incinerate unwarded enemies, if desired. Magicd is very much a matter of keeping your head down and playing a little chicken, rather than seeing who can "ping" the most damage or biggest bonus in little bits. Magic is all or nothing; gamers are used to something versus something.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 2069593, member: 9225"] I've run Mage continuously for many (8 or 9?) years. I've also freelanced for the line for five years. Mage is actually pretty easy to run and play, as long as you aren't a gamer, or are willing to unlearn being a gamer for the sake of playing it. I've introduced about a dozen people to the game over the years (probably more, actually), and in ever instance, experienced gamers were at a disadvantage compared to folks who had never laid eyes on an RPG before. Here's why: 1) Mage works when players apply self-discipline. Gamers demand discipline from the GM. 2) Mage works when players collaborate on ideas for what characters might do. Gamers consider characters to be their inviolable playing pieces. 3) Mage's magic is strategic. Gamers are used to tactics. New players get this stuff right away. They intuitively understand that a good game requires some self-imposed limits based on the character's temperament and magical style. They want to help each other do cool things. They understand magic in terms of story-logic, rather than as a tool or weapon. Only diehard gamers easily forget this stuff. Yeah, I know you folks probably don't like hearing that. Meh; I call it as I see it. To be more specific: 1) Paradigms are easy for non-gamwers to understand. They just think of it as the story of why and how the character does magic and they run with it and add detail when required. gamers try to build an unassailable fortress of belief that gives them the most power while heading off any and all inconsistencies. 2) It's best that the play group work together to come up with ideas for spells, from using foci to what to actually do. People eventually develop their own way of doing things, but in the beginning, you work it out with friends. Gamers consider themselves to own their character to an extent where they will not ask for help or take proffered advice. 3) Mage's magic system is scaled to reward length rituals to the extent that fire and forget magic is weak, but rituals and spectacularly destroy enemies, unravel plots and so on. PCs can do this, but NPCs can also instantly incinerate unwarded enemies, if desired. Magicd is very much a matter of keeping your head down and playing a little chicken, rather than seeing who can "ping" the most damage or biggest bonus in little bits. Magic is all or nothing; gamers are used to something versus something. [/QUOTE]
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