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Mage RPG discussion (threadjack from 4e Character in a 3E World thread)
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<blockquote data-quote="SSquirrel" data-source="post: 4339234" data-attributes="member: 5202"><p>So about that new thread... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sorcerer's Crusade was interesting, esp as an exercise to see what things were like earlier in the setting and how it all come together into the different sides. Never actually got to play it. The problem w/Mage:Revised was that the Gauntlet and paradox were jacked even higher against the players. It really cut into the amount of well..anything you could try to do. 1st and 2nd Ed Mage was less actively hostile to the players. Paradox bit, but not as hard and you didn't ned 8s most places to cross the Gauntlet.</p><p></p><p>NWoD Mage codified loads and loads of +/- in the system that were previously ST optional stuff. The amusing thing was that they denied any comparison made to 3rd Ed D&D, but the similarities in that, plus the new hyper expansion of rotes was a big turn off. Previously Mage was very freeform with a few suggested rotes. Heck, 1st ed had rotes in the main book, 2nd Ed you had to get the Book of Shadows player's guide and splats for any rotes. Revised I have no idea as friend's copies showed me enough issues to reject it.</p><p></p><p>The only saving grace I've seen of the NWoD has been Changeling. The rework they gave that setting is phenomenal. I will say that I haven't picked up any Scion or Promethean, if I want supers from WW I'll just run Aberrant and the whole premise of Promethean seems kind of silly to me as from what I can tell it boils down to a bunch of Frankenstein's Monsters.</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 4339234, member: 5202"] So about that new thread... :) Sorcerer's Crusade was interesting, esp as an exercise to see what things were like earlier in the setting and how it all come together into the different sides. Never actually got to play it. The problem w/Mage:Revised was that the Gauntlet and paradox were jacked even higher against the players. It really cut into the amount of well..anything you could try to do. 1st and 2nd Ed Mage was less actively hostile to the players. Paradox bit, but not as hard and you didn't ned 8s most places to cross the Gauntlet. NWoD Mage codified loads and loads of +/- in the system that were previously ST optional stuff. The amusing thing was that they denied any comparison made to 3rd Ed D&D, but the similarities in that, plus the new hyper expansion of rotes was a big turn off. Previously Mage was very freeform with a few suggested rotes. Heck, 1st ed had rotes in the main book, 2nd Ed you had to get the Book of Shadows player's guide and splats for any rotes. Revised I have no idea as friend's copies showed me enough issues to reject it. The only saving grace I've seen of the NWoD has been Changeling. The rework they gave that setting is phenomenal. I will say that I haven't picked up any Scion or Promethean, if I want supers from WW I'll just run Aberrant and the whole premise of Promethean seems kind of silly to me as from what I can tell it boils down to a bunch of Frankenstein's Monsters. [/QUOTE]
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