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Fixes for Mage: Sorcerer's Crusade magic?
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<blockquote data-quote="humble minion" data-source="post: 5214704" data-attributes="member: 5948"><p>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"?</p><p></p><p>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.</p><p></p><p>How do mages fit in your world? How common are they? Is their existence widely known? Does every ship in the Caribbean have a ship's witch? If so, you can probably get away with it, because ship's wards and routine countermeasures to all the obvious gambits are well established and your PCs won't be the first to try anything world-breaking. If not, well, I'm inclined to agree that they'll probably be sending fleets to the bottom and ruling Tortuga from golden thrones in pretty short order. </p><p></p><p>If you're willing to tinker with the implied setting, is it worth making it harder to do spontaneous stuff, instead restricting PCs more narrowly to a tradition of magic that they presumably learned from their master or something. Or perhaps it's just really hard/expensive to get dots in magical disciplines other than your primary one. So you can have some mages who specialise in hurling lightning at other ships, others who are creepy voodoo practitioners who steal bodies and raise sodden zombies, others who shift shape into sea creatures, etc etc. Mind you, giving up the sponteneity of effect crafting means the game really isn't Mage any more, and that might not be a price you're willing to pay (you are saying you want to play a Mage game, after all!) But something like this might make it easier to handle and control the feel of the game.</p></blockquote><p></p>
[QUOTE="humble minion, post: 5214704, member: 5948"] 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"? 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. How do mages fit in your world? How common are they? Is their existence widely known? Does every ship in the Caribbean have a ship's witch? If so, you can probably get away with it, because ship's wards and routine countermeasures to all the obvious gambits are well established and your PCs won't be the first to try anything world-breaking. If not, well, I'm inclined to agree that they'll probably be sending fleets to the bottom and ruling Tortuga from golden thrones in pretty short order. If you're willing to tinker with the implied setting, is it worth making it harder to do spontaneous stuff, instead restricting PCs more narrowly to a tradition of magic that they presumably learned from their master or something. Or perhaps it's just really hard/expensive to get dots in magical disciplines other than your primary one. So you can have some mages who specialise in hurling lightning at other ships, others who are creepy voodoo practitioners who steal bodies and raise sodden zombies, others who shift shape into sea creatures, etc etc. Mind you, giving up the sponteneity of effect crafting means the game really isn't Mage any more, and that might not be a price you're willing to pay (you are saying you want to play a Mage game, after all!) But something like this might make it easier to handle and control the feel of the game. [/QUOTE]
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