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Vampire and other worlds of darkness
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<blockquote data-quote="Umbran" data-source="post: 8656446" data-attributes="member: 177"><p>The best tabletop campaign I ever played in was a <em>Mage: the Ascension</em> game. We played with 1st, and then 2nd edition rules. We looked at the Revised edition, but didn't see much reason to adopt it for our games. I have not looked extensively at the 20th Anniversary rules.</p><p></p><p>I am <em>not</em> a fan of Mage: the Awakening (from the "Chronicles of Darkness" line of games). There's some interesting setting work in there, but the rules design has serious flaws.</p><p></p><p>One of our Mages had Werewolf allies. Another PC was a Werewolf, so we worked extensively with those rules as well, without much of a bump over the seams between them. In helping to support the GM's attempt to broaden out his game world, I also had a secondary character, a Vampire, that came into play occasionally, so I have some familiarity with those rules as well.</p><p></p><p>The freeform magic system was a big positive for us - what is required to make it work is a common understanding of how the mechanics work, a GM who is <em>consistent</em> with their implementation, and players who are not interested in trying to ignore the intent of the rules or setting to gain mechanical advantage. Within those boundaries, it was the best magic system I've seen that made a character's magic particularly <em>personal</em>. Without those boundaries, it leans to attempts to turn vampires into lawn chairs and other nonsense.</p><p></p><p>We enjoyed the setting, in large part for its breadth that allowed the GM to always be able to create conflicts that meant something to the PCs. Doing this meant there was no useful adventure support, but at the time, the GM didn't mind the extra prep work involved.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8656446, member: 177"] The best tabletop campaign I ever played in was a [I]Mage: the Ascension[/I] game. We played with 1st, and then 2nd edition rules. We looked at the Revised edition, but didn't see much reason to adopt it for our games. I have not looked extensively at the 20th Anniversary rules. I am [I]not[/I] a fan of Mage: the Awakening (from the "Chronicles of Darkness" line of games). There's some interesting setting work in there, but the rules design has serious flaws. One of our Mages had Werewolf allies. Another PC was a Werewolf, so we worked extensively with those rules as well, without much of a bump over the seams between them. In helping to support the GM's attempt to broaden out his game world, I also had a secondary character, a Vampire, that came into play occasionally, so I have some familiarity with those rules as well. The freeform magic system was a big positive for us - what is required to make it work is a common understanding of how the mechanics work, a GM who is [I]consistent[/I] with their implementation, and players who are not interested in trying to ignore the intent of the rules or setting to gain mechanical advantage. Within those boundaries, it was the best magic system I've seen that made a character's magic particularly [I]personal[/I]. Without those boundaries, it leans to attempts to turn vampires into lawn chairs and other nonsense. We enjoyed the setting, in large part for its breadth that allowed the GM to always be able to create conflicts that meant something to the PCs. Doing this meant there was no useful adventure support, but at the time, the GM didn't mind the extra prep work involved. [/QUOTE]
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