The PCs can shine by blowing up ships left right and centre (mind you, if 4 ships spontaneously explode during a battle, that's probably not going to be entirely paradox free...) and then have to get serious to deal with the one warded ship.
Mage has, for me, always been about applying minimum amounts of sneaky force to achieve the desired objective. And that CAN come across to some players and/or DMs as overly-methodical not-fun God-style play, particularly if they rock up to a game expecting swashbuckling Pirates of the Caribbean style action and end up with ... something very different.
This is a possibility. I was also thinking about the fact that pirates aren't interested in destroying ships so much as in capturing ships, and the obvious ways of dominating a sea-battle as a mage tend to involve sinking ships to the bottom of the sea. So maybe they're just really, really good at the defensive arts: no pirate-hunter will be able to touch them.The PCs can shine by blowing up ships left right and centre (mind you, if 4 ships spontaneously explode during a battle, that's probably not going to be entirely paradox free...) and then have to get serious to deal with the one warded ship. Or alternately they may be so tied up with the magic-wielding ship that they don't have time to properly deal with the minion ships...
My plan, previous to this, was to have the PCs be among the first (if not the very first) piratical cabal in the Caribbean, and have a major impact thereby. Your list of countermeasures, however, is so awesome that I'm having to rethink this plan.Part of the question is how prevalent Mages are in your universe. If 1 in 1000 ships has a magically-capable crew, then there will be very few anti-magic counter-measures in place. If, on the other hand, there's a reasonable expectation that any given pirate ship, privateer, or other hostile force will have a magically-capable individual on the crew, then there will be a variety of magical countermeasures in common use.
I may be way off-base with what you want from your game here, but how wedded to the Mage:SC implied setting are you? Is the game more "Mage:SC set in the Caribbean with pirates!" or is it "Caribbean pirate fantasy which just happens to be run using the M:SC rules"?
Ars Magica was actually my first choice, because I'm definitely just jonesing for the idea of wizards in the golden age of piracy. But god love 'em, the rules for Ars Magica just make my eyes glaze over; they're way too intense for me right now.I've played in a gameday one-shot game with this type of scenario that used the Ars Magica ruleset (one of the Atlas editions) with great success.
First, I was thinking about the "equivalent to a cannon" thing, and I've changed my mind. I'd kind of like each point of arete to be roughly equivalent to half a dozen cannons. But we're not talking purely about blasting, here; rather, I'm talking about relative strength of ships. Sea battles, in my research (by which I mean watching Master and Commander and reading the Temeraire novels), aren't won in a single firing of cannons; generally it takes several broadsides before one ship strikes its colors. I want PCs to be very effective in battles, but I want it to take a few rounds of back-and-forth before the battle is won (or lost).humble minion said:You say that you want a mage to be roughly equivalent to a cannon. I'm not sure how literal you mean that. Do you want them hanging in the rigging, hurling broadsides of fireballs at the enemy ships? Cos that's not how Mage in my experience have gone. Mage has, for me, always been about applying minimum amounts of sneaky force to achieve the desired objective. And that CAN come across to some players and/or DMs as overly-methodical not-fun God-style play, particularly if they rock up to a game expecting swashbuckling Pirates of the Caribbean style action and end up with ... something very different. Mage - particularly when played in its most *efficent* manner by very results-oriented PCs/players - doesn't really do swashbuckle. Swashbuckle is dramatic, and daring, and risky, and spectacular. Mages tend to try really hard to avoid all of those things.
As for the level of swash that I expect to be buckled, we're not talking Johnny Depp, unless my players really go wild. I'm more thinking On Stranger Tides, Master and Commander, Temeraire, etc.This just made me think...
Ninja vs. Pirates!
Players in Mage almost always operate like ninja, using trickery, subterfuge, and the expert application of minimum force. Swashbuckling is kind of the opposite, showy and explicit.
Thanks--it's good to be back! I posted some thoughts in RBDM, but I might put 'em public, too--would love to get some ideas for the game itself.The real reason I'm posting is to simply say Welcome Back! And that I'm thrilled to see you gaming because I know the challenges of doing so with a relatively new baby in the family.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.