GRIMJIM said:
Aye, I'd agree there, but with a very different conclusion to you I think.
The difference happens to be that I'm actually talking about the game.
No, all of them were RIGHT.
No, they were wrong. Even in all caps.
Every god and spirit existed, subsisting on belief.
Directly contradicted in Ascension, where it's said that spirits prefigure belief, but are influenced by it as a "fashion." This is canon.
Spheres/Willworking was, basically, an agreed 'language' across the different traditions to give them a conceptual framework to work together. As someone progressed they needed their 'props' less but that can equally be taken as a measure of power and practice as well as knowledge.
This was only true in Mage Revised, ironically enough. Before that, pure will was objectively truer than other methods and foci were crutches.
The cosmological and metaphysical understanding in Mage could also be used to understand and explain every other supernatural force in the game within the framework of its belief which is something that helped cement the trend towards bringing the games together as one line.
Not really. The idea of a totally shared setting was popular in the mid-90s, but had been abandoned by the time The Chaos Factor was released. The less said about that, the better.
This was a large part of the problem that occured with Revised and the YoF and the sudden shifts that occurred contradicting everything previously established and breaking the metaphysical constants across the game (Particularly the Avatar Storm's inconsistent effects and Demon's metaphysical and historical precedence).
See, this is where your perspective shows through. You just used a LARP event acronym. And this is supposed to be divorced from your own issues again?
If related to anything much before Mage was rooted in the absolute base reduction of magical thought behind Chaos Magic.
No, it wasn't. Chaos Magic entered the design process for Awakening, though. Ascension was based on the conceit that the Pcs represented the ideal of Dynamic Quality as described by Robert Pirsig, and then it picked up a healthy dose of Starhawk before it hit any actual occult practices. Phil Brucato originally didn't want real occultism at all, then realized it was untenable.
As others have pointed out, perhaps more gently, Vampire and Werewolf seem to have addressed their previous criticisms by loosening up, becoming more free and less structured. Contradicting that Mage now has a much tighter focus and that in spite of the relatively restricting nature of Mage revised creating a huge split in the old Mage playing community.
No, Mage Revised caused arguments on the internet. That's different than an effect on the "community." But I'll put it this way. If Revised hadn't sold, the company wouldn't have bothered with that game's direction at all.
While Vampire and Werewolf retain strong thematic elements from their old incarnations and are recognisable (TBH I'd prefer it if both had gone a bit further in some ways) Mage does not. It no longer 'does its own thing' but covers ground amply and more ably covered by other games. The system and philosophy behind the oMage was its greatest strength to the people who fell in love with the old game and unlike the other new games there isn't a great deal for them here.
Awakening is similar in some ways and not so in others. It is not a simple yes/no thing.
Otherwise I'd say that your interpretation seems very much askance to that I have experienced in any playgroup either tabletop or LARP.
Mine just comes from the stuff that's actually in the books.
Then you're not seeing a lot of the rest that goes on here and your own reading comprehension is somewhat askew. Entirely seperately to my relationship with White Wolf (I can't comment on Funksaw as I don't know about it) I don't think much of the new games. The only valid criticism you can make of my criticism of the lines is that my Cam experience gives me a very different way of looking at things than your average tabletop player. In this case I actually think that that is an advantage, not a hindrance.
The Camarilla's ins, outs and play style have practically nothing to do with tabletop games. The drive to unity the tabletop and LARP experience is entirely LARP-driven. It doesn;t enter into tabletop design at all.
And you'll also find that any sanction was due to repeated public clashes with Achilli, who is now leaving White Wolf, a man whose flaming skills and insulting presence put the worst moments of either mine, or funksaws frustration and temper loss into the shade. Said sanction was also limited to one place and one where - unfortunately - partisan treatment of such things seems to depend very much on relative levels of hobby celebrity and very little on actions.
Nope. No grudge at all . . .
Other than that Pimp's only real crime was not being particularly funny, White Wolf's takeover of the Cam was hishandled horribly, the YoF was a brilliant idea - poorly executed (with particular reference to the Cam) and I have a major problem with two, now _former_ employees of the company who I regard as rude and petulant idiots who got away with far too much and seem to hate their 'fans'.
No grudge is the slightest, nope . . .
Not being quite so obsessed with regarding exclusion of my particular personal or cultural beliefs as an insult consider that all included when I talk about a lack of options or two tight a focus or one-true-wayism. I don't feel that it particularly skillfully matches up with those quoted 'isms particularly well either but I can see where the criticism comes from, I just subsume it into the greater criticism of being too 'tight' and 'small' - which was already a major criticism of revised, which in the light of awakening now looks extremely broad.
Revised was the only version of Mage that had the things you claimed to like about Mage, above. Earlier versions had what you dislike about Awakening.
If a page by page breakdown isn't analysis enough for you I don't know what is. The only purely emotive bad reactions I had to it were on Atlantis and the existence of the new Tremere - a word that brings a shudder to any long term WoD player. One is a central strut of the game, the other more easily ignorable.
See, Tremere is just a name to me. There's a light homage to the old Vampire and aside from that, nothing else.
PDFs are relatively cheap, especially with a weak US dollar, as new can sell at almost full price, some people like to keep a handle on the industry, some people were really waiting for Mage to see if they would buy into the whole nWoD deal as it was far and away their favourite game. I don't think that's so strange.
You hate the company and Funksaw doesn't even game any more. Both of you got it.
Given Mage sold second best to Vampire for the longest time and that most of the criticism and disappointment seems to be coming from former Mage players, while most of the support seems to be coming from non Mage players or those that deeply disliked aspects of what made the old Mage so good, I'd be worried.
You are confusing the internet with something that has statistical meaning.