How about making a video of example of game play with each of the 9 spheres? I Think it would be an awesome mage ascension video series! Each of the 9 spheres one video and each video example of game play from the first level until the level 5.Too much work to do but i think it would be loads of fun for both we watchers and you mage the ascension lover
That is definitely not a bad idea. I shall take it under consideration/ I could do it as 9 videos, yes. Or I could take a couple hours and do a big old live stream talking about all the spheres in greater detail. Hmmm, something to think about. Thank you!
You’re very welcome. It’s a good video about one of the more complicated rpgs out there. I really like your vids and often rewatch them if I know I’m going to play, or GM, a classic WoD game. I hope all is well with you.
#5 Yes, definitely. It's such a customizable game and everyone is going to have their own way of doing things. That's one of the beautiful things about this particular game. #4 Agreed. Gathering information and being prepared are major parts of the game. The hubris of man, one of the main themes of Mage, is harder to explore if you don't allow players to do big things. #3 I'd expand on this one by adding that you shouldn't be afraid to ask your ST for help if you're new. Mage can be overwhelming to new players since the system is so flexible and figuring out basic abilities. #2 Starting at 1 is too low for newbies I think. You don't really have anything that really feels like magick at that level and it's more difficult to get into your Paradigm. I think 3 is a good solid starting value for new players. #1 Same as what I said about #3. Ask for help and ideas. There's so much you can do! And don't neglect Prime.
Yes! Great points! Always ask your ST for help if your new and even if you're not new. It never hurts to get a second opinion! Paradigm is actually something I mean to cover in a future video going a bit more in depth into it as I've found a lot of players tend to have difficulty in figure out what they are supposed to have and do with it.
As a storyteller: 5) do you recommend listing the house rules on document or establish them in game play? I encourage players coming in late to get a taste of the house rules in a prelude or and/or side RP 4) Player Agency is important in any game. Railroading in Mage is no fun: I base my stories off my player characters, and reward attempts to break the game. It usually calls for the metaplot to come into play, and that is always fun. Keeping your storyline fluid is essential, and mage is the best system to do that in. 2a) Do you put a cap on how much quintessence can be spent a turn depending on Avatar Rating? Also do you make the avatar a whole new character/influence on their magic? I find myself tinkering with Avatar Rating quite a bit, so i think that would be included in house rules during character generation. 2b) At what Arete do you allow players to make tass/wonders/gadgets? I've got a couple characters ready for there Arete 4 seekings, and i wonder if i include a wonder as a reward for surviving? I think Adepts are when things get really interesting, so i'm thinking that can teach them to do preparation and hanging spells. 1) taking the time to occasionally reminding the characters what their sphere level allows has been super beneficial, both for players and for me as the Storyteller. I do include Paradigm restrictions, but hopefully their adventure is figuring out how to play within their paradigm/foci and use those things as inspiration rather than as blinders. I do offer them power stunts from time to time, especially when their spheres are all filled out and they're about ready for their seeking, and sometimes that power stunt can actually kick off the seeking. Sorry for the essay, but Thanks for making this video! I will share it with my players, and i think it will make our game stronger than ever!
5) I generally will have all the basic house rules figured out ahead of time and provide them to my players before/during character creation. I have been known to run into a rules interaction between two systems and have to house rule something on the spot, in that case it just gets added to the document. 4) I agree wholeheartedly with that. I try not to railroad my players, but I absolutely will liberally sprinkle plot hooks everywhere and allow them to decide what they are going to follow up on. 2a) Yes and no...if the quintessence is only stored within the body of the mage, they can only spend up to their natural limit as defined by Avatar rating, however, having Tass or other forms of quintessence not within the body means this can be overcome. Sometimes the Avatar is a full fleshed out character of their own and other times it is a much more subtle influence...all depending on what the player wants for their Mage. 2b) Aaah now this is something that I have mostly been very fluid with. Generally around Arete 3 I start allowing them to create stuff and go from there but I tend to be very case by case basis and ask my players "what are you trying to do? What resources are you expending for this? Describe to me what you are trying to make. how much effort are you putting into this?" and so on. And based on their answers and their rolls in making it, they may or may not get what they set out to make. 1) Power stunts is a neat idea and yes, there's so much room to maneuver within paradigm and foci for Mages, it's very creative. Thank you for the comments and I'm glad you enjoyed the video. I hope your games go amazingly!
My group and I use the number of sessions played to add freebie points for new characters coming in. For example, one player had his initial character die last week. We have played 31 games. So when making his new character he adds 31 freebie points for creation. Other house rules limit how these can be spent.
Yes, some very good points. I totally agree with everything you said. To date I have t played a good Mage game but it is still one of my favourites. I quite liked the idea of running an Acolyte game where the PCs start with one sphere and learn the game as they go on. Maybe one day....
Thanks. Mage is one of my favorite WoD games and I do both enjoy the flexibility of the magic system and hate it with a passion rivaling one thousand suns. It's one of those things where you go "Oh cool this system has unlimited potential for creativity" and then forget until you get into it, that's a sword that cuts both ways.
Yeah while I haven't delved too deeply into the new WoD books, despite having bought a large number of them, I have to admit that what I've seen of the new Mage magic does seem very streamlined compared to old Mage.
Well it's why they made the 20th Anniversary Edition for Mage The Ascension. It basically takes the old WoD lore and streamlines the rules a la Awakening, with a few additional tweaks.
Look What I Found some of those streamlines I like, some I hate. I have a number of ideas, but this is an older post, and I don't know if you are still interested in feedback. some ideas.... make paradox more easily venerable, 2 successes at dif 6, or one at 9. drop all dif#s by a max of 3 without using Tass. use difs from the earlier books, not the latest. if you ditch arête, use the most applicable stat, plus the sphere for your pool, use sphere plus (+) 3. I have other ideas that I use, these are house starter rules.
Nice video... It would be great if you talk a litle bit more about interaction between Magick and other Magic Systems at WoD such as Disciplines/Thaumaturgy (VTM), Lores (DTF) or Gifts (WTA). I can tell you there is an old debate in certain rpg communities (Pro-VTM) where most Storytellers tend to say Vampiric Disciplines are the most powerful source of Magical effects in the old WoD and that i dont agree (but i have to say i am more in to Mage the Ascension)...
That is the sort of topic that would work well as its own video truthfully. something to think about there. In the end, I think, it really comes to the Storyteller and how they are interpreting and house ruling which type of magic powers have dominance over others, if any do. I will say however, that just from how the books are written, a large majority of the Spheres of magic tend to been more powerful than other similar abilities.
Thank you, I'm glad you liked the tips. I hope they helped! As for my hats, I just rather like fedoras and trilbys, though most of my hats are trilbys come to think of it. I just have always like that style of hat and I own a lot of them. It's an affectation I have I suppose.