New RPG Game Tribe

topic posted Wed, August 3, 2005 - 10:13 AM by  Jack! ~ Old ...
Share/Save/Bookmark
Advertisement
In addition to my post below for a SF Mage: the Awakening gaming group post, there is now a SF Mage: the Awakening tribe.

The tribe's purpose is to:
- explain what Mage is and why it is so much fun
- the differences between the old Mage: the Ascension and the new Mage: the Awakening
- how this knowledge is going to be used for creating a gaming group to play in San Francisco

Feel free to join even if not interesting in joining the gaming group, but just want to know a bit more about a new game. Or just like to have philosophical debates on the nature of reality and magic - since Mage is ripe for such discussions.

Rock on, Jack!
posted by:
Jack! ~ Old School
Portland
Advertisement
Advertisement
  • Re: New RPG Game Tribe

    Wed, August 3, 2005 - 10:17 AM
    White Wolf is coming out with the new version of Mage for the new World of Darkness called Mage: the Awakenings (as opposed to the old, Mage: the Ascension).

    I am looking for a few good players. 5 in fact. I would prefer a mixed group of age, gender and interests - but all the players must have a love of fun and games in common.

    For those not familiar with the game (new or old), here's the essence:
    The World of Darkness is very much like our own. Except that here, there are things that go bump in the night, and the movement out of the corner of your eye wasn't your imagination. There are presences out there just beyond your understanding, and most people are too frightened to be curious. And those who are curious learn quickly that it is better not to find out.

    Vampires, ghosts, spirits, werewolves, "things that shouldn't be," all exist in the World of Darkness. Including humans who can wield magic. In fact, one of the corner stones of Mage is the secret that all humans are born with the ability to wield magic - but suffer from a curse caused by the hubris of the first mages before prehistory. They dared to build a ladder to the "heavens", dethrone the gods, and rule the cosmos. Too prideful though, the ladder crashed, sundering heaven, or the Supernal Realms, from Earth, or the Fallen World. The sundering ripped a hole in reality, creating the Abyss, and disconnecting humanity's magical connection to the Supernal Realms. Now, the only humans who can wield magic are those whose spirits manage to find a way across the Abyss to the Supernal Realms once more.

    This is a game that is designed for "Personal Horror" and so will deal with mature themes. I am looking for players who want to have fun, but can also enjoy deep, provoking "acting". I GM my games narravistically(sp? Is that even a word?), so I focus on character and story, in that order.
    • Re: New RPG Game Tribe

      Fri, August 5, 2005 - 9:17 AM
      Curious...

      What's different from the original (all three revisions) and now this new one... beyond ye another reason to go blow $1500 on a new set of updated books.

      --S
      • Re: New RPG Game Tribe

        Fri, August 5, 2005 - 12:45 PM
        My long time friend and roomate collected every book from the first two editions of every game that WOD put out; but he called it quits when they ended the world and started over.

        I understand that they have tweaked the systems some; but mostly its just a re-start of their story continuity.
        • Re: New RPG Game Tribe

          Sun, August 7, 2005 - 11:27 AM
          Yes, they did retool the mechanics. Such as:

          Attributes -
          Not only are Attributes catergorized as Mental, Physical, Social, they also have types, called Power, Finesse and Resistance. For example:
          Physical:
          Strength is Power
          Dexterity is Finesse
          Stamina is Resistance
          Social:
          Presence replaces Charisma/Appearance, and is a Power type attribute
          Manipulation is social finesse
          Composure is added as a social resistance
          Mental:
          Intelligence is mental power
          Wits is mental finesse
          Resolve is new, and is mental resistance
          So over all, attributes make more sense for play

          Merits and flaws were cleaned up. There is no more backgrounds - now they are different types of merits.

          No more freebies - everything is done as experience points, and always costs the same, if your creating a new character or improving an old one.

          Abilities are called skills. They are divided between the physical, mental, social division. There is less, but broader, with specializations now.

          Instead of Nature and Demeanor, there is Virtue and Vice.

          Combat is now one roll, so it moves quickly and is simplified.

          But beyond mechanics, they did some other interesting things. There is no more metaplot. They give you the history and background up till now, and then your group takes over. Politics is localized, and made more perrsonal rather than world-spanning epic though that remains as an option. Each of the different supernatural races are cross compatible now, playable with each other. They all have a morality type and a power stat, yet retain they individuality. The power has been toned down.

          Vampires are much more social political degenerating predators than superheroes who only come out at night. Werewolves are much more primal monsters that have to work to keep an alien spirit world in check - no more disney, shiny, Gaia and the happy Umbra. Mages work to uncover mysteries at the expense of their sanity, and the very nature of reality is more at question.

          Yeah, if you collected all the books (as I did), it sucks. The metaplot made WoD very collectible. BUT, the new World of Darkness is a better tool box for better stories, IMHO. And I had to remind myself that I am here to play, not collect.

          And White Wolf is a business, not a non-profit. It is in their best interest to reintroduce the game in a format that is not only a better game, but easier for new players to start as well as for old players to do more.
          • Re: New RPG Game Tribe

            Mon, August 8, 2005 - 5:33 AM
            interesting.... and I agree wit your late post assertions.

            still... I don't buy games anymore. I write them.
            • Re: New RPG Game Tribe

              Mon, August 8, 2005 - 1:29 PM
              Professionally or independently?

              I myself have two games in development, independently speaking. I am hoping to have the PDFs ready for sale at the end of the year...

              And I still buy games to get ideas and trends. And to play.
              • Re: New RPG Game Tribe

                Mon, August 8, 2005 - 1:53 PM
                communally; with the off notion of selling them at some point; which we don't take very seriously. But we're advanced bunch of super gamers who all write games for the group. we vote on what to run at the beginning of each weekly session.
              • Jack!'s a gamer junkie, no worries!

                Mon, August 8, 2005 - 1:54 PM
                He may SAY he buys 'em for ideas & trends ...
                but he's a tried & true gamer! He's hooked, just like me!
                :)

                What bugs me about game books, particularly a WHOLE NEW WhiteWolf series w/the same game ... is that I liked the old one.

                Why not call it something REALLY different? Why mess w/the game I like?

                Just b/c Faeries & Demons & Hunter are ... lame ... why do they have to mess with Mage?
                I like the Traditions! I like the Akashics, the Verbena, etc...

                Gripe gripe!

                (AND I don't have any game in development, darnit.)
                • Re: Jack!'s a gamer junkie, no worries!

                  Mon, August 8, 2005 - 4:39 PM
                  While I understand where you're coming from, I do have to ask something. You said:

                  > What bugs me about game books, particularly
                  > a WHOLE NEW WhiteWolf series w/the same
                  > game ... is that I liked the old one.

                  > Why not call it something REALLY different?
                  > Why mess w/the game I like?

                  I have to ask... What about the new books makes your old books illegible?

                  For that matter, you could rape the new system for its more consistent and sensible ruleset, porting it back into the metaplot of the old setting.

                  For instance, while most of *my* game of choice, Alternity, was yanked out and put into d20 Modern/d20 Future, I prefer Alternity to it... But I've pulled some of the improvements present in d20 Modern/d20 Future and placed them back in my Alternity games, to much improvement all around.

                  *shrug* I understand people liking different editions of games, but I've never understood the powerful resistance to independent editions embodied in the phrase "why do they have to mess with <game>?".

                  --
                  Nik
                • Re: Jack!'s a gamer junkie, no worries!

                  Wed, August 10, 2005 - 8:37 PM
                  I was pretty happy with "revised" editions (3rd ed)

                  Basically, the releases are just $$$ generation.

                  --S
                  • This is the maximum depth. Additional responses will not be threaded.

                    Re: Jack!'s a gamer junkie, no worries!

                    Wed, August 10, 2005 - 9:49 PM
                    Yes, the new games aare $$$ generation. The industry (notice I said INDUSTRY) is a business. They need to print more books.

                    If printing more books is the key for making money in an industry, I think WW did the smartest thing possible with the nWoD. The nWoD is easier for new players to start, again new players are needed to create new revenue. The whole package of nWod is much more well thought out from beginning to end mechanic-wise, splat combatibility, and in providing an essential tool kit approach for a game group to go in the directions they wanna go in.

                    The alternative was to continue with an ever evolving metaplot, with no more mystery left.

                    Mystery is a vital part of the nWoD, with heavy Lovecraftian overtones. As a ST, you're encouraged to let weird crap happen without a necessary explanation.

                    If you are at least curious, and haven't really checked it out yet, look through Mysterious Places next time you're in a book/game shop. It has impressed converted many people who were unhappy about the changes.
                    • Re: Jack!'s a gamer junkie, no worries!

                      Thu, August 11, 2005 - 9:35 AM
                      Heh. I think you just pinned *exactly* the intent and benefit of nWoD. For instance, while I (an Alternity player recently returned to D&D for its 3rd edition, which was similarly a massive improvement over its previous editions) was massively turned off by the shoddy mechanics and over-arching, book-selling metaplot of the old WoD, I'm extremely interested in nWoD, and my fiancee, who used to use "White Wolf" as an insult, keeps asking me to buy V:tRequiem and the WoD core book. :D

Recent topics in "analog RPG'ers"

Topic Author Replies Last Post
Favorite System and Setting Dominic 21 September 21, 2009
Role Playing Games, what The hell got you started? Achbar 5 September 21, 2009
4th Edition D&D Scam Fearghus 29 September 21, 2009
Pendragon Group in SF! David 0 July 29, 2008