Angel Tarragon
Dawn Dragon
I am not sure if I want to upgrade from my Mage 1.0 books to 2.0. Can someone please give me a rundown on what has changed. Also what is the good and bad in a vs. fashion. Thanks!
Personally I think that Mage is currently very unfocused.
The Mage mainbook doesn’t have much of a local feel. You’ve got the Atlantis myths, the super-humans (i.e. mages are humans with special powers, not monsters-that-look-like-men), the world-spanning organizations, powers with a huge reach (especially when you use rituals). It has some of the “you need to save reality” type stuff going on. I got a bit of Indiana Jones type feel (mages get special magical xp for going out an experiencing new supernatural phenomena, etc).
But the Boston Supplement (part of which is stuck into the back of the mainbook) is relentlessly local. It felt a lot like a vampire book actually. There is this prince of the city type guy who is really evil and he’s got this alliance with some other mages and they rule together, but uneasily
and there are these Guardians (who seem to be just like the Nosferatu, they hide in the darkness and wear creepy masks instead of being ugly but its kind of the same) who want to take over the city.
People have talked about the breakdown between the kind of game that the main book seems to be setting up and the kind of game that the supplements seem to be supporting.
nWoD Werewolf, by comparison, is almost an “indy game”. The world is tightly structured and (despite a huge volume of supplements) it’s avoided ‘bolting on’ a lot of new world details.
They just stay focused on the “core werewolf behaviors” i.e. protecting your territory, policing the spirit world, fighting the pure. You can toss in a bit more (Bale Hounds, Magath, etc.) for variety but the day-to-day Werewolf lifestyle (you must patrol your territory, you must Shapechange periodically, you need to tend to and protect your locus) is very defined and it’s easy to see a tight, locally-oriented campaign fall out of those activities.
Mage doesn’t have any of that. Mages are similar to werewolves, in that they get together in groups around magical loci to share essence/mana but they don’t really do anything except jocky for position (sort of like vampires only not needing blood). I find it relatively easy to come up with fun character ideas for Mage, but relatively tricky to come up with an interesting campaign without introducing some other factor.
Frukathka said:I am not sure if I want to upgrade from my Mage 1.0 books to 2.0. Can someone please give me a rundown on what has changed. Also what is the good and bad in a vs. fashion. Thanks!
At the risk of stating the obvious I think that the new Mage is a good game. I'm not trying to ding anyone's work. At the same time I do beleive certain things about the game based on having read it, and one or two suppliments for it. In particular the Boston book.eyebeams said:As one of the authors, I'll add a few insights:
Obviously the old-archmage thing wasn't so cool. The new towers theme is better.eyebeams said:Mage is a big game. I've written extensively for both versions of the game and can tell you that the old game very much suffered by lacking any grounding on how mages actually related on a day to day basis.
In fact, the most detailed parts of the old setting had mostly to do with archmages and not with standard PCs at all. A book that actually talked about what mages did with their time came out quite late in line development.
I largely agree.eyebeams said:The current game is a wide open field for play. There primary conflict is more subtly realized, so PCs don't have to participate in it.
eyebeams said:The idea that this [localized play] is suddenly introduced in the back of the book is false.
Like Werewolf is boring?eyebeams said:Individual books flesh out various directions, but God help us if there's some "standard mage game," because that would be boring.
You're making my arguement for me actually.eyebeams said:How is the Nemean "evil" exactly? He's not murdering anybody or summoning demons or anything.
SO... he doesn't have an alliance.eyebeams said:He also doesn't have an vampire-style "alliance" with other mages. He just belongs to a cabal. The cabal is preeminent; the book makes it clear that the Ebon Noose is where his power comes from.
Wait! He DOES have an alliance.eyebeams said:The Ebon Noose does have a deal with another cabal and . . . something . . .
Uh. Vampire princes are peoples friends?eyebeams said:One of the ironies is that the Nemean is an unpleasant character in the way a competent Kindred prince can *never* be, since the Nemean doesn't need to personally make any friends.
If, after writing a roleplaying suppliment, you feel that the big way that you've contributed to WoD is by having a slightly different mechanism for ruling a city then I think you're aiming too low.eyebeams said:Vampire princes do not inherit succession this way.
Go over how the Consilium works again. It's not a ported version of Vampire's government. A Hierarch and Ruling Council are more boards of arbitra
And I see this as punting.eyebeams said:Actually, it's noted in that section that nobody knows what the Shadow Chorus wants, as they're the cabal whose motives I left vague for proper fleshing out in your game.
Cool. As a supporting figure he'd be much more effectiveeyebeams said:Incidentally, the Nemean is a major PC *ally* in my game, as his unsubtle abrasiveness made him more trustworthy.