Starman
Adventurer
Funksaw said:Why, for the love of god, is this game worth spending money on?
Uh, 'cause I like it.
Funksaw said:Why, for the love of god, is this game worth spending money on?
Whizbang Dustyboots said:What a strange assertion to make. Speaking as a working journalist, rhetoric-by-dictionary isn't a particularly stinging thing to toss out there. Journalists are craftsmen. They may do their trade in a workmanlike fashion or spectacularly, but it at the end of the day, it's craftwork.
Funksaw said:As for noble or admirable, I wasn't talking about what the player characters do, I was talking about the vision of the designers.
Mage: The Ascension is about observational and perceptual reality, subjective versus objective truth, and the clash of philosophy between faith and reason.
Mage: The Awakening is about wizards throwing spells at each other.
As for conquering the universe... well, that's the problem. In short, mages in Ascension tried to change the world. Mages in Awakening merely try to conquer it, a much less original goal. It is far easier to own the world or to rule over people than to change human nature. Ascension had the loftier goal.
Yes, Ascension was developed to have nasty people fighting nasty people and your characters crushed like ants in a children's sandbox. There was some things that needed revision. But, as I said, you threw out a whole mess of baby with the bathwater, and there really isn't much in the new Mage that hasn't been done before.
Hell, the gameplay of Awakening is fundamentally the same as In Nomine or GURPS Technomancer.
The magic system is extremely similar to the one found in Children of the Sun, quite frankly.
You keep referring to the loss of the metaplot as some sort of redeeming factor - yes, the metaplot sucked. Who used the metaplot anyways, though? People weren't brought to Mage because of Dante or Porthos but because it was an interesting, unique concept with good mechanics (that could be ported to other settings and other genres) and you've replaced it with a mediocre concept with mediocre mechanics. That's what I'm attacking here.
I'm saying that the basic setup of Mage the Ascension is pretty standard urban-fantasy fare - Harry Potter or Hellblazer given a paint-over - and the mechanics are your standard "To cast Magic missle, roll Stat+Skill+Mods"
I mean, that's really what you've done. Replaced creativity with standardization, replaced infinite variety with "Magic Missle."
In the end, the only way you can -- and the only way you are -- justifying the design decisions of Awakening is by trying to point out all the flaws that you fixed in Ascension. You did - you fixed Mage's flaws. But in doing so, you removed anything that made Mage particularly interesting.
So stop trying to point out the flaws in the old Mage, we're well aware of them and after years, we've learned we can work around them.
Try to explain to me how this world of one-type-of-magic-fits-all is innovative.
Why should I play Mage instead of one of the many games out there? Why should I specifically play Mage instead of the now virtually identical Unknown Armies, which doesn't have innovative magic mechanics, but certainly has an innovative worldview, or Ars Magica, which doesn't have an innovative worldview, but certainly has an intersting magic system.
Then leave the cheap shots about Funksaw's apparent profession out of it.eyebeams said:This is not significantly different from any other form of writing.
eyebeams said:Quoting the dictionary is generally regarded as an example of poor craft and argument.
Funksaw said:Unless you were specifically asked to provide a definition. In which case, it's kind of a "duh" argument.
Whizbang Dustyboots said:Then leave the cheap shots about Funksaw's apparent profession out of it.
King of Old School said:Malcolm (eyebeams) was responsible for a lot of what I did enjoy in Ascension, and his involvement with Awakening hopefully portends that those few problems I have with the game (mostly, the lack of depth and cultural diversity represented in the Orders) will be rectified.
KoOS