eyebeams said:
That's because the Diamond Orders consider it to *be* history.
That doesn't keep it from being incredibly boring to read. The fact that four out of the five Orders think of it as history doesn't excuse the flavorless writing style.
Like it or not, the choice was to present a largely Western, general outline of Awakened culture so that players can talk the talk from day one without having to buy books that present one or another cultural outline.
I think I'll go with "not". By reducing it all to one general outline, they've leeched much of the flavor out of the setting. It may be that everybody can talk the talk from day one, but that means that everyone is talking the same talk. Which means you might as well not talk at all.
Not really. You've quoted it out of context. Mages act more than they contemplate things, but they don't tend to go on globetrotting missions. That's all, really.
No, that's not all. I left quite a bit of the context in there, and "leave their sanctums only when necessary" simply isn't consistent with "always at ground zero." Unless there's some great cosmic hot line calling them out of their sanctums so they are at the right place at the right time, which they don't posit.
I'd let it go if that were the only instance, but the book is full of similar contradictions. Mages are supposed to be reclusive, and generally dislike and distrust each other, but meanwhile a mage who doesn't work within a cabal is considered
insane. Nobody did a decent consistency check on this book.
I invite you to reread the rules for rotes. It's impossible to formulate a new rote without being a Master of its Arcanum. Novel rotes are thus hard to come by.
Novel, as in "nobody has them" sure. But if these guys have been around since pre-history, there should be libraries upon libraries of rotes built up by previous generations. The supply of ready rotes should be large, meaning their value should be small.
Furthermore, rapid XP accumulation *depends* on secret knowledge because that's the source of Arcane Experience. If you don't encounter bizarre supernatural phenomena/lore, you don't advance as rapidly. Far from not being supported, this is hard-coded into the rules.
Perhaps you've wandered off into other things, but I'm talking about why there's an "economy of secrets" here, why mages intentionally withhold information from each other. Are you suggesting that these magi (who are stated as being uncooperative) are withholding information so that other magi will be able to earn more XP in the field? That's absurd.
Aside from that, it assumes that a GM would withhold the one "learning curve" XP for a session because a character was intelligent enough to go hunt down information about the threats they face before leaping into action, that readign about something in a book so one is a bit more prepared should cost one of the 4 or so XP the character might earn in a session. I'm pretty sure that isn't hard-coded ito the rules.
I expect support for mages with other origins will be along in time
The game should be compelling for it's core, not for it's splatbooks.
In any event, I'd appreciate some content to your critique of the Orders, rather than a conclusion with no examples.
My basic view of them is that they are unimaginative and unoriginal. You think I'm going to start quoting passages that I find boring to prove that I find them boring?
I admit that the Orders can be fixed by a creative GM. They should have been given more creative thought, but it is setting rather than rules, and fixable.
The morality system, as written, however, is another matter. While I don't personally know any GM that would run it this way, technically, as written, combat is extremely likely to end in deranged characters. You're supposed to roll for Morality loss each time you commit a sin, and each loss can lead to a derangement. So, technically, for a normal starting character, each time they inflict damage in combat, they have to roll. And it is a bigger sin if they use magic. And heaven forfend they should actually be the last one standing, for killing is another sin on top of the others.
I think that it winds up with about a 3% chance for a morality 7 character to gain a derangement for a Morality 7 sin. Sometimes they'll get extra dice, but sometimes the sin is nastier. So let's use that number - every combat round, each character is risking a 3% chance of gaining a derangement! Talk about a disincentive to intervene...