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How did you learn to run or play Mage?
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<blockquote data-quote="Umbran" data-source="post: 9693095" data-attributes="member: 177"><p>Might want to be a little careful about this question. I can start with: I think the game is plenty interesting as presented - you don't need to buy and use rulebooks of other games for it to be interesting. </p><p></p><p>But, even as presented, the game gives you an entire setting, and that setting has things other than the PC Mage types in it. Are you asking if you can reject the rest of the setting you are given? Because then it really depends on what you replace that setting with, and I can't answer to that for you.</p><p></p><p></p><p></p><p>The Awakening (and, as I recall, the Vampire and Werewolf books of that same line) had several issues.</p><p></p><p>1) It basically assumed that the factions the PCs came from <em>had already lost</em> the major conflict. That led to a significant tonal shift in the game. </p><p>2) The magic system made any use of magic significantly more difficult, especially ad hoc casting. IF we wanted to cast fixed spells, we'd play D&D, right?</p><p>3) The morality system for the game was borked. It was technically possible to develop a crippling mental health disorder from shoplifting a Chapstick. And while that result was unlikely, merely using magic to defend yourself from a supernatural attacker was nigh certain to eventually result in severe psychological repercussions. </p><p></p><p>It amounted to, "There's no reason to try, if you do it won't work, and we will punish you for it either way." We put it away after a couple of sessions, and went back to the older game.</p><p></p><p></p><p></p><p>I don't think we found any <em>mechanical</em> features that were determiners. Over time and two chronicles, we saw representatives of all the major Traditions. The basic determiner was probably that the character cared about things outside themselves.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9693095, member: 177"] Might want to be a little careful about this question. I can start with: I think the game is plenty interesting as presented - you don't need to buy and use rulebooks of other games for it to be interesting. But, even as presented, the game gives you an entire setting, and that setting has things other than the PC Mage types in it. Are you asking if you can reject the rest of the setting you are given? Because then it really depends on what you replace that setting with, and I can't answer to that for you. The Awakening (and, as I recall, the Vampire and Werewolf books of that same line) had several issues. 1) It basically assumed that the factions the PCs came from [I]had already lost[/I] the major conflict. That led to a significant tonal shift in the game. 2) The magic system made any use of magic significantly more difficult, especially ad hoc casting. IF we wanted to cast fixed spells, we'd play D&D, right? 3) The morality system for the game was borked. It was technically possible to develop a crippling mental health disorder from shoplifting a Chapstick. And while that result was unlikely, merely using magic to defend yourself from a supernatural attacker was nigh certain to eventually result in severe psychological repercussions. It amounted to, "There's no reason to try, if you do it won't work, and we will punish you for it either way." We put it away after a couple of sessions, and went back to the older game. I don't think we found any [I]mechanical[/I] features that were determiners. Over time and two chronicles, we saw representatives of all the major Traditions. The basic determiner was probably that the character cared about things outside themselves. [/QUOTE]
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