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[Mage: the Awakening] Legacy of the Stone Assembly
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<blockquote data-quote="Hella_Tellah" data-source="post: 4722664" data-attributes="member: 52669"><p>I'm using Boston Unveiled for setting, plot hooks, and NPCs, but I've put my own twist on some things of course. Glad to hear you're thinking of STing Mage! I recommend <em>Tome of the Mysteries </em>as the first supplemental book to pick up. It adds rules for alchemy, explains magic in greater detail, and really functions as a second core book. <em>Sigil and Sanctum </em>is a great one for understanding how mages work together as cabals, and STs can get a lot of mileage out of that one. By far the most inspiring book for a storyteller is a newer one, <em>Keys to the Supernal Tarot</em>. It's just full of plot hooks--one for each card in a standard tarot deck, in fact, so you can use an in-character tarot reading to generate story ideas.</p><p></p><p>Other books are profoundly valuable, too, but more dependent on the type of story you're telling and the inclinations of your players. There's a book for each order, and each of those makes for a great afternoon's reading if you enjoy the setting; if your players involve themselves in mage politics, you'll find them very valuable. <em>Intruders: Encounters With the Abyss</em> is about including Abyssal entities into your game, very dark and horror-oriented with about five pages dedicated to each entity. You'll want <em>Secrets of the Ruined Temple</em> if your group is looking for an "Indiana Jones" feel to the game. And the new <em>Seers of the Throne</em> book casts the one of the major enemies mages face in the game in a very intriguing and thoughtful way.</p><p></p><p>I would not recommend either of the Legacy books for an ST, though. There is some story potential in them, but they're mostly for players looking for options. If you've played D&D 3.5, I'd compare them to a book entirely of Prestige Classes: players salivate over them, but you'll probably only use one or two of the legacies in there. There's not a lot of bang for your buck.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4722664, member: 52669"] I'm using Boston Unveiled for setting, plot hooks, and NPCs, but I've put my own twist on some things of course. Glad to hear you're thinking of STing Mage! I recommend [I]Tome of the Mysteries [/I]as the first supplemental book to pick up. It adds rules for alchemy, explains magic in greater detail, and really functions as a second core book. [I]Sigil and Sanctum [/I]is a great one for understanding how mages work together as cabals, and STs can get a lot of mileage out of that one. By far the most inspiring book for a storyteller is a newer one, [I]Keys to the Supernal Tarot[/I]. It's just full of plot hooks--one for each card in a standard tarot deck, in fact, so you can use an in-character tarot reading to generate story ideas. Other books are profoundly valuable, too, but more dependent on the type of story you're telling and the inclinations of your players. There's a book for each order, and each of those makes for a great afternoon's reading if you enjoy the setting; if your players involve themselves in mage politics, you'll find them very valuable. [I]Intruders: Encounters With the Abyss[/I] is about including Abyssal entities into your game, very dark and horror-oriented with about five pages dedicated to each entity. You'll want [I]Secrets of the Ruined Temple[/I] if your group is looking for an "Indiana Jones" feel to the game. And the new [I]Seers of the Throne[/I] book casts the one of the major enemies mages face in the game in a very intriguing and thoughtful way. I would not recommend either of the Legacy books for an ST, though. There is some story potential in them, but they're mostly for players looking for options. If you've played D&D 3.5, I'd compare them to a book entirely of Prestige Classes: players salivate over them, but you'll probably only use one or two of the legacies in there. There's not a lot of bang for your buck. [/QUOTE]
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