eyebeams said:
Large and impressive? Part of the game's focus is about conquering the universe. The Silver Ladder's party comes right out and says, "Buck up, because this is part of a struggle to conquer the universe." In the game, it's called Imperium.
Noble or admirable? You must be comparing it to some idealized version of Mage: The Ascension, rather than the one that was actually produced. In the actual game, the primary struggle was between a corrupt totalitarian bureaucracy and an alliance of cults of spiritually decrepit personalities, whose sole effective dissenter (Porthos) was insane. I'm not talking about post-hoc interpretation, either. This was Phil Brucato's intentional setup. When working with Kathy Ryan, she made it quite clear that every single "good guy" authority figure bar one was crazy and neded to die, that she felt the Euthanatos Tradition (the one she wrote about the most) had a despicable ethos comparable to al-Qaeda's, and that the "large, impressive" aspects that so many people point at as hallmarks of possibility were irredeemably corrupt. The role of the PCs was to act despite all of this -- and they were under no obligation to do so. In fact, one of the problems with the old game is that it prsented overly persuasive propaganda for perspectives and fictional setups that, from a realistic standpoint, were vile.
The new game features an element of corruption as well, but it's localized. There is no chain of command that leads to a rotting ramshackle tower with a rotting, ramshackle cult leader in it. Even in Boston, the corrupt head of the ruling council is a peacekeeper at heart; his menace makes the city fairly free, because he doesn't care about the day to day doings of mages (unlike a Vampire prince) and doesn't have an overarching amoral scheme for them (unlike virtually every powerful Ascension NPC).
The question, then, is whether you believe that goals that involve discovering the unknown, protecting others from supernatural danger and thwarting the prison-keepers of humanity is "noble," or whether you are so wedded to a vision of "nobility" that involves killing a designated enemy for your ideology's sake. This isn't a question with a foregone conclusion, either way, so describing the relative morality of characters from each game is hardly something to make a definite claim about.
As for noble or admirable, I wasn't talking about what the player characters do, I was talking about the vision of the designers. Mage: The Ascension is about observational and perceptual reality, subjective versus objective truth, and the clash of philosophy between faith and reason.
Mage: The Awakening is about wizards throwing spells at each other.
As for conquering the universe... well, that's the problem. In short, mages in Ascension tried to change the world. Mages in Awakening merely try to conquer it, a much less original goal. It is far easier to own the world or to rule over people than to change human nature. Ascension had the loftier goal.
Yes, Ascension was developed to have nasty people fighting nasty people and your characters crushed like ants in a children's sandbox. There was some things that needed revision. But, as I said, you threw out a whole mess of baby with the bathwater, and there really isn't much in the new Mage that hasn't been done before. Hell, the gameplay of Awakening is fundamentally the same as In Nomine or GURPS Technomancer. The magic system is extremely similar to the one found in Children of the Sun, quite frankly.
You keep referring to the loss of the metaplot as some sort of redeeming factor - yes, the metaplot sucked. Who used the metaplot anyways, though? People weren't brought to Mage because of Dante or Porthos but because it was an interesting, unique concept with good mechanics (that could be ported to other settings and other genres) and you've replaced it with a mediocre concept with mediocre mechanics. That's what I'm attacking here. I'm saying that the basic setup of Mage the Ascension is pretty standard urban-fantasy fare - Harry Potter or Hellblazer given a paint-over - and the mechanics are your standard "To cast Magic missle, roll Stat+Skill+Mods"
I mean, that's really what you've done. Replaced creativity with standardization, replaced infinite variety with "Magic Missle."
In the end, the only way you can -- and the only way you are -- justifying the design decisions of Awakening is by trying to point out all the flaws that you fixed in Ascension. You did - you fixed Mage's flaws. But in doing so, you removed anything that made Mage particularly interesting.
So stop trying to point out the flaws in the old Mage, we're well aware of them and after years, we've learned we can work around them. Try to explain to me how this world of one-type-of-magic-fits-all is innovative. Why should I play Mage instead of one of the many games out there? Why should I specifically play Mage instead of the now virtually identical Unknown Armies, which doesn't have innovative magic mechanics, but certainly has an innovative worldview, or Ars Magica, which doesn't have an innovative worldview, but certainly has an intersting magic system.
Why, for the love of god, is this game worth spending money on?