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Mages of the Caribbean--story ideas
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<blockquote data-quote="Starfox" data-source="post: 5222113" data-attributes="member: 2303"><p>Even in a Mage game,I'd go for classical pirate cliches. Old tropes are your friend; they players know how to relate to them and its a good way to inspire action. And at least in modern Mage, action tropes are often a good way to make your magic coincidental - perhaps your stunt would not work by physics, but enough people believe in Hollywood physics to avoid vulgar magic. I realize Sorcerers Crusade doesn't work exactly like that, but some elements of this thinking might be usable.</p><p></p><p>Anyway, the classic tropes; capturing galleons, rivalry with other pirates, maps with a large X on them and strange directions (that might actually be magical rituals), swashbuckling heroics in the rigging, alternate munitions for cannon (chain shot existed historically, but could be much stronger in this game. The players might be able to come up with alternate forms, but this is really a science mage thing), iron-shell grenades and so on.</p><p></p><p></p><p></p><p>If this game was played around here, this is what my players would pick to play!</p><p></p><p></p><p></p><p>This sounds like a Cthuloid angle to me. Having "good" spirits be imprisoned this way would go against my tradition of gaming. But if your players are more mystically inclined than mine usually are, having some of these spirits be good, perhaps even potentially sponsors of a PC magic group could work. Not all the Aztec gods were bloodthirsty - Quetzalcoatl was dedicated anti-sacrifice.</p><p></p><p></p><p></p><p>Perhaps the ship represents an alliance and a peace offering between the proto-technocrats and the player's magical order? That way, the betrayal stings even further. Not knowing if it was their own order or the science mages that betrayed them, isolated in an alien locale full of magical power. This way, some of your players actually could be science mages - making it even more confusing who really betrayed them. Uncopvering the plot behind the betrayal could become a campaign theme, à la Count of Monte Christo.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5222113, member: 2303"] Even in a Mage game,I'd go for classical pirate cliches. Old tropes are your friend; they players know how to relate to them and its a good way to inspire action. And at least in modern Mage, action tropes are often a good way to make your magic coincidental - perhaps your stunt would not work by physics, but enough people believe in Hollywood physics to avoid vulgar magic. I realize Sorcerers Crusade doesn't work exactly like that, but some elements of this thinking might be usable. Anyway, the classic tropes; capturing galleons, rivalry with other pirates, maps with a large X on them and strange directions (that might actually be magical rituals), swashbuckling heroics in the rigging, alternate munitions for cannon (chain shot existed historically, but could be much stronger in this game. The players might be able to come up with alternate forms, but this is really a science mage thing), iron-shell grenades and so on. If this game was played around here, this is what my players would pick to play! This sounds like a Cthuloid angle to me. Having "good" spirits be imprisoned this way would go against my tradition of gaming. But if your players are more mystically inclined than mine usually are, having some of these spirits be good, perhaps even potentially sponsors of a PC magic group could work. Not all the Aztec gods were bloodthirsty - Quetzalcoatl was dedicated anti-sacrifice. Perhaps the ship represents an alliance and a peace offering between the proto-technocrats and the player's magical order? That way, the betrayal stings even further. Not knowing if it was their own order or the science mages that betrayed them, isolated in an alien locale full of magical power. This way, some of your players actually could be science mages - making it even more confusing who really betrayed them. Uncopvering the plot behind the betrayal could become a campaign theme, à la Count of Monte Christo. [/QUOTE]
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