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Mage WoD 1.0 vs. 2.0
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<blockquote data-quote="Graf" data-source="post: 3219984" data-attributes="member: 3087"><p>I’m not an expert, but I am probably a neutral party in that I’ve been interested in both and played a bit of each.</p><p></p><p>They are really different games. Two simple examples</p><p></p><p>Magic</p><p>1e Magic = belief (ala Planescape)</p><p>2e Magic is Gnostic. I.e. you can use it, but you can’t really comprehend it. Why does an iron wand help this guy work his magic…. There are reasons/theories (i.e. because he’s walked the path of the Magestos) but you don’t get to pick the reason why.</p><p></p><p>Feel</p><p>1e Grandiose (at least in the games I played) you’re part of a reality spanning conflict. People teleport cross the world, your mentor could wipe out a small city.</p><p>2e Local Horror – you’re wrapped up in politics, competing with other local mages to advance your own aims</p><p></p><p>Feel (again)</p><p>1e Magic-as-super-powers: Everybody picks their own particular brand of mysticism/spirituality/super-power shitk and then you go nuts together.</p><p>2e Virtually everybody is a wizard and thinks of themselves as such.</p><p></p><p>Main Opponents (very debatable but)</p><p>Your main opponents want to prevent awakenings (I.e. new mages from appearing) this means the game is about fighting with </p><p>1e techno-mages: Your most dangerous foes are the techonocracy who seek to produce the perfect opiates for the masses such that they never awaken or ascend.</p><p>2e Magical Slavers: Your most dangerous foes have (or think they have) the blessings of the rulers of reality. They use their own magic to control or manipulate the world around them.</p><p></p><p>Astral Planes</p><p>1e Exist outside of the mage (some other dimension)</p><p>2e Exist inside your soul (you dive “into” yourself using meditation checks to move deeper and deeper into the Gnostic-oversoul – sorta)</p><p></p><p>Also in 2e the opposition is fairly wimpy (this isn’t a bad thing per se). The technocracy was this monolithic force of godlike proportions, most of the magical strongholds were ‘off world’ in other planes of existence.</p><p>The magical slavers (called the Exarchs) aren’t all that. In the published setting books they’re just another power group in a city. Sort of powerful but not really this monolithic force (in the Chicago book it basically says that the ‘good guy mages’ could wipe them out of the city if they all got together).</p><p></p><p>So, even more so than nWoD Werewolf or Vampire, Mage is a completely different game.</p><p>Its good (I am glad I own it and would like to play) but you shouldn’t buy it wanting an “update”.</p></blockquote><p></p>
[QUOTE="Graf, post: 3219984, member: 3087"] I’m not an expert, but I am probably a neutral party in that I’ve been interested in both and played a bit of each. They are really different games. Two simple examples Magic 1e Magic = belief (ala Planescape) 2e Magic is Gnostic. I.e. you can use it, but you can’t really comprehend it. Why does an iron wand help this guy work his magic…. There are reasons/theories (i.e. because he’s walked the path of the Magestos) but you don’t get to pick the reason why. Feel 1e Grandiose (at least in the games I played) you’re part of a reality spanning conflict. People teleport cross the world, your mentor could wipe out a small city. 2e Local Horror – you’re wrapped up in politics, competing with other local mages to advance your own aims Feel (again) 1e Magic-as-super-powers: Everybody picks their own particular brand of mysticism/spirituality/super-power shitk and then you go nuts together. 2e Virtually everybody is a wizard and thinks of themselves as such. Main Opponents (very debatable but) Your main opponents want to prevent awakenings (I.e. new mages from appearing) this means the game is about fighting with 1e techno-mages: Your most dangerous foes are the techonocracy who seek to produce the perfect opiates for the masses such that they never awaken or ascend. 2e Magical Slavers: Your most dangerous foes have (or think they have) the blessings of the rulers of reality. They use their own magic to control or manipulate the world around them. Astral Planes 1e Exist outside of the mage (some other dimension) 2e Exist inside your soul (you dive “into” yourself using meditation checks to move deeper and deeper into the Gnostic-oversoul – sorta) Also in 2e the opposition is fairly wimpy (this isn’t a bad thing per se). The technocracy was this monolithic force of godlike proportions, most of the magical strongholds were ‘off world’ in other planes of existence. The magical slavers (called the Exarchs) aren’t all that. In the published setting books they’re just another power group in a city. Sort of powerful but not really this monolithic force (in the Chicago book it basically says that the ‘good guy mages’ could wipe them out of the city if they all got together). So, even more so than nWoD Werewolf or Vampire, Mage is a completely different game. Its good (I am glad I own it and would like to play) but you shouldn’t buy it wanting an “update”. [/QUOTE]
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