Shining Dragon said:
I suppose I should throw my two cents worth in...
I like Mage: The Ascension. I played in a game for two years that now is a dim memory (my group played 2nd Ed. and stopped way before Revised came out - a comment by one player was that WW had lost a sale because they took so long releasing the OoH Tradition book).
Mage: The Awakening is a different game. It has a very different feel to Ascension. To me it conjures images of seeking secrets in lost temples - as the front of the book says it indeed is a game of modern sorcery. Ascension gives me a different imagery - umbral zepplins, kung fu mystics, government conspiracies to hide The Truth from the world.
I also like Awakening. I can only repeat the mantra that if you were seeking a new Mage: The Ascension in Awakening then you will be disappointed. If you are looking for a game of Mages in a modern World of Darkness then you may like Awakening.
I agree with the above post except to point out what I thought was pretty obvious. Ascension, for all it's wandering, was an original piece of work (in the "novel" sense of the word, not the "copyright infringement" sense) that provided a large framework for telling stories.
Whereas, the idea of magic existing hidden within the world isn't exactly all that original in the roleplaying sense. Unknown Armies is the obvious. Fan-brewed modern conversions of Ars Magica, I believe there might be something in Dreaming Cities (but don't quote me) and, lest we forget,
Urban Arcana! Sure, it feels different because one's a d20 system but when you think about it... magic interacting with the world and no one else seems to catch on? All you have to do to turn UA into Awakening is to take the whole thing a hell of a lot more seriously and cut down on the monsters.
The other problem is that, quite frankly, if you wanted to cobble together a gnostic, hermetic-magic only world for Mage: Ascension, the rules didn't get the hell in your way. I remember playing in an Ascension game actually -set- after the destruction of Atlantis, homebrewed and kitbashed. It is going to be very hard to retrofit Awakening for other settings.
Those are the main problems I have with the game and note that I'm not talking about quality of product.
If you want to talk about quality of product, however, you're going to delve into the realm of opinion. Here's the things that I really can't argue logically - that are just my personal preferences coming to the fore, and, hell, maybe some people will agree. Other people might not agree. You're not going to argue me into thinking my -opinions about art- are wrong, so try not to think too much about it if it upsets you. And yes, I could change everything below, but A) I can't change them in games I don't run, and B) If I'm going to change this much, I might as well just play a different game.
I'd also like to point out that none of the below comments have anything to do with Ascension - that these are problems I found with the game standing on it's own merits:
The splats underwhelm me. They kinda mades sense in old WOD, because quite frankly, with Mage, Vampire, Wraith, Orpheus, and Demon, the splats represented the different type of pop-culture literature you can play. Hell, you can look at Anne Rice for the Toreador and Malkavian, look at Bela Lugosi for the Ventrue, the Lost Boys for the Brujah, Max Schreck for Nosferatu, the WWE for Gangrel... I kid, I kid.
Here, the splats seem pointless - the Paths seem to be a bit of an artificial limitation on personality (Here's one of the five personality types your character can be!) and the orders are underwhelming because there's not a whole lot differentiating an Adamantine Arrow from the Mysterium, from the Guardians, from the Silver Ladder. Sure, they have different jobs and different rituals, but there's not that much of a division there.
The 5x5 breakdown seems more than arbitrary, it seems downright foolish, and it seemed in this case that the designers were straining to fill in some of the slots.
I didn't like the new magic system.
Yes, rotes -are- a simple way of casting magic. So is declaring "Magic Missle."
Reading the rotes doesn't give me a good idea of the power level of each step on the Arcanum - it seems arbitrary that the fate spell to reroll 9s is a Fate 2 spell while the fate spell to reroll 8s is a Fate 3 spell. It seems awkward that so many spells are versions of spells earlier on, but now you can use them on another person - in some cases, that's a 1 level difference, in other cases, 2 levels.
The only way the new system is coherent and playable is if you -eliminate- new spells on the fly altogether. And if you're going to do that you might as well be playing, well, Urban Arcana.
Additionally, I don't like Atlantis. C'mon. You've got the tower of Babel myth staring you right in your face and you choose ATLANTIS? This is a totally subjective measure, but did you ever think that one conjures up images of ancient lore and hubris while the other one conjures up images of Aquaman fighting Black Manta?
I don't get what Mages do in this game. Yes, they search old ruins for mystic lore. BIG WHOOP. First of all - dungeon crawls are not exactly White Wolf's forte. Secondly, the entire mage society seems to exist on an economy of secrets, and the problem with the economy of secrets is that information is not like money. You do not lose information by giving it to someone else (Although you do if you're inscribing it into a grimoire... which makes no sense to me, but there you go,) and the entire thing seems idiotic because keeping information from younger mages (likely new PCs) results in them being unprepared to fight the Orders' adversaries.
I also think the game is set up too much like Vampire: Masquerade
Hear me out - a very big deal is made in the game about how Apostates and Caballess are considered crazy. So, you basically have to join Cabals and Orders or be ostracized.
Welcome to the return of White Wolf Clique Politics.
In the old Vampire, this made some sense - Vampires are very powerful and wealthy but don't have any way to judge sucess outside of their society - they can't get day jobs, they can't really interact with people, so of course it's going to devolve into popularity contests and since there's no external measure of success, the only way to measure success is by pushing other people inside the society down.
In the new Mage, you get all the nasty stuff from clique politics but not the rationale. Mages aren't seperated from the sleepers unless they want to be. The theme is supposedly that power corrupts... only, quite frankly, the reason that power corrupts is because it's easy to lose sight of the little people. In a typical Mage city, all the "little people" are around you every day, and the next rung up, the "little mages" could all fit into a single small 9x12 room. Comfortably.
In conclusion, I just want to point out that many people are dissapointed that Awakening isn't an inheritor to Ascension. I also wanted to point out that there are also reasons other than "not being the old mage" that people might not like Awakening. In short, I think the game's a mess, an unfinished product, and like the rest of WoD 2.0, a cheap attempt by the current WW dev team to put their name on someone else's baby.