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How did you learn to run or play Mage?
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<blockquote data-quote="John Dallman" data-source="post: 9690973" data-attributes="member: 6999616"><p>Most of the Mage I've been played has been under GURPS. There were GURPS 3e versions of Mage and Vampire produced back in the 1990s. There was a falling-out between White Wolf and SJ Games. which means those books have never appeared as PDFs, but they work OK. GURPS Thaumatology for 4e, includes, among several magic systems, a meta-system that can be used to generate Mage-like magic systems for any number of Spheres, and that got used to produce the magic system in the 4e GURPS Discworld.</p><p></p><p>The only time I've played Mage with its original game system, the GM was using rather strange variant rules. If you didn't have enough dots in the relevant Sphere, you could still attempt workings. Your target numbers were just one harder for each dot you were missing. Since the pre-generated characters had quite high Arete, the numbers of dots in a sphere you had had become a general measure of your training, rather than a hard cap on your capabilities.</p><p></p><p>I've also seen Mage used as a system of "higher magic" in variant D&D games. It didn't give you a lot of extra power, but it gave you a lot more <em>control</em> over what D&D magic did.</p><p></p><p>The only long campaign I've played was GURPS Mage: the Sorcerers' Crusade, set in Elizabethan England, dealing with the <a href="https://www.philmasters.org.uk/RPGs/GlorianaLogMain.html" target="_blank">machinations of an opposing group of mages</a>, and creating plot lines for the young William Shakespeare, an NPC. It was really good, but one of the main players became crippled by multiple sclerosis and we didn't want to continue without her.</p><p></p><p>To answer the original question, to learn to play the game, I read the rules, and asked the GM for help with the first few workings until I got the hang of it. It did not seem especially hard, but the SJ Games rules-writing style is a lot clearer than the White Wolf style.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9690973, member: 6999616"] Most of the Mage I've been played has been under GURPS. There were GURPS 3e versions of Mage and Vampire produced back in the 1990s. There was a falling-out between White Wolf and SJ Games. which means those books have never appeared as PDFs, but they work OK. GURPS Thaumatology for 4e, includes, among several magic systems, a meta-system that can be used to generate Mage-like magic systems for any number of Spheres, and that got used to produce the magic system in the 4e GURPS Discworld. The only time I've played Mage with its original game system, the GM was using rather strange variant rules. If you didn't have enough dots in the relevant Sphere, you could still attempt workings. Your target numbers were just one harder for each dot you were missing. Since the pre-generated characters had quite high Arete, the numbers of dots in a sphere you had had become a general measure of your training, rather than a hard cap on your capabilities. I've also seen Mage used as a system of "higher magic" in variant D&D games. It didn't give you a lot of extra power, but it gave you a lot more [I]control[/I] over what D&D magic did. The only long campaign I've played was GURPS Mage: the Sorcerers' Crusade, set in Elizabethan England, dealing with the [URL='https://www.philmasters.org.uk/RPGs/GlorianaLogMain.html']machinations of an opposing group of mages[/URL], and creating plot lines for the young William Shakespeare, an NPC. It was really good, but one of the main players became crippled by multiple sclerosis and we didn't want to continue without her. To answer the original question, to learn to play the game, I read the rules, and asked the GM for help with the first few workings until I got the hang of it. It did not seem especially hard, but the SJ Games rules-writing style is a lot clearer than the White Wolf style. [/QUOTE]
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