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Mage the Ascension Question
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<blockquote data-quote="Rel" data-source="post: 2069291" data-attributes="member: 99"><p>My opinion is this (and others may differ): It takes a certain kind of player and GM to get the game to work well and quite frankly I doubt you'd have much luck at all with a group of much more than 4 players. I've run several Mage campaigns over the years and the absolute best one was probably the first one that I ran as a solo game. Another that worked well (though not perfectly) had 4 players, one of whom was very casual about his attendance and getting into things.</p><p></p><p>This game explores some pretty heady territory and encourages a LOT of interactions with a wide variety of NPC's. It also divides up the character concepts into some fairly distinct "traditions" that have very different goals, philosophies and motivations. The more of these you throw into the mix the more chaotic the group tends to become and the harder it is to keep them focused on both the specifics of their PC's and the issues they are confronted with in the game.</p><p></p><p>We recently ran a Mage: Dark Ages campaign and it folded after half a dozen sessions despite the GM and the players all very much wanting it to work. It was largely because of the issues I've listed above.</p><p></p><p>I'm not trying to scare you out of running it because it is great fun when it is going well. But I doubt that I would ever try to run it with the 6-player group I've got right now.</p></blockquote><p></p>
[QUOTE="Rel, post: 2069291, member: 99"] My opinion is this (and others may differ): It takes a certain kind of player and GM to get the game to work well and quite frankly I doubt you'd have much luck at all with a group of much more than 4 players. I've run several Mage campaigns over the years and the absolute best one was probably the first one that I ran as a solo game. Another that worked well (though not perfectly) had 4 players, one of whom was very casual about his attendance and getting into things. This game explores some pretty heady territory and encourages a LOT of interactions with a wide variety of NPC's. It also divides up the character concepts into some fairly distinct "traditions" that have very different goals, philosophies and motivations. The more of these you throw into the mix the more chaotic the group tends to become and the harder it is to keep them focused on both the specifics of their PC's and the issues they are confronted with in the game. We recently ran a Mage: Dark Ages campaign and it folded after half a dozen sessions despite the GM and the players all very much wanting it to work. It was largely because of the issues I've listed above. I'm not trying to scare you out of running it because it is great fun when it is going well. But I doubt that I would ever try to run it with the 6-player group I've got right now. [/QUOTE]
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